evrymetul Posted April 14, 2012 Share Posted April 14, 2012 (edited) So, awhile ago I manually modded my game, replacing sound files with new ones. Up to this point, everything works, and all the radios in the game are playing the music that I want, but I want to take this a bit further, I want compress all my modifications into one file, so I can share it with the world. Before, I have worked with vpk files and source games and have made my own mods for left 4 dead 2, but I have absolutely no experience with esp files; how to make them or distribute them. All the tutorials that I have found all deal with GECK , which I have never used, and should not be necessary for making a simple sound mod. So my questions are, 1. What is the process of creating an esp file?2. Is all the content I made/replace in the esp file or do I need to create a bsa file?3. Do I need GECK for a simple sound mod? Edited April 14, 2012 by evrymetul Link to comment Share on other sites More sharing options...
Dudeman325 Posted April 14, 2012 Share Posted April 14, 2012 1. An esp file is created when you save any work you've done in the GECK (unless you were editing an existing esp file). 2. Content (like art and sounds) aren't stored in the esp file, but the esp does tell them what items, locations, etc your new content will be added to. 3. I'd consider the GECK, or at least FNVedit, to be necessary for just about any mod, because just about everything in New Vegas is loaded into the engine through an esm or esp file. For example, if your simple sound mod replaces the sound of an aid item being used, you'll need to locate the item in question, and edit its properties to point at the new sound file. Link to comment Share on other sites More sharing options...
evrymetul Posted April 14, 2012 Author Share Posted April 14, 2012 1. An esp file is created when you save any work you've done in the GECK (unless you were editing an existing esp file). 2. Content (like art and sounds) aren't stored in the esp file, but the esp does tell them what items, locations, etc your new content will be added to. 3. I'd consider the GECK, or at least FNVedit, to be necessary for just about any mod, because just about everything in New Vegas is loaded into the engine through an esm or esp file. For example, if your simple sound mod replaces the sound of an aid item being used, you'll need to locate the item in question, and edit its properties to point at the new sound file. How about if I'm just replacing a sound file with another sound file without editing any properties in any items in the game, which I did before. I'm aware that some mods don't have esp files. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted April 15, 2012 Share Posted April 15, 2012 Just so you know, you can't upload copyrighted files here without permission from the copyright holder.I'm sure you read that in the ToS so just a reminder. Link to comment Share on other sites More sharing options...
Dudeman325 Posted April 15, 2012 Share Posted April 15, 2012 How about if I'm just replacing a sound file with another sound file without editing any properties in any items in the game, which I did before. I'm aware that some mods don't have esp files. True, but it still helps to use the GECK or FNVEdit to find what file you need to replace. Link to comment Share on other sites More sharing options...
evrymetul Posted April 15, 2012 Author Share Posted April 15, 2012 (edited) How about if I'm just replacing a sound file with another sound file without editing any properties in any items in the game, which I did before. I'm aware that some mods don't have esp files. True, but it still helps to use the GECK or FNVEdit to find what file you need to replace. I already replaced the files The only thing I need to know now is how to package them Edited April 15, 2012 by evrymetul Link to comment Share on other sites More sharing options...
evrymetul Posted April 15, 2012 Author Share Posted April 15, 2012 Wait, I think i got it now Link to comment Share on other sites More sharing options...
kampeao Posted April 15, 2012 Share Posted April 15, 2012 Can you tell us how? I wanna now... Link to comment Share on other sites More sharing options...
prodigium Posted April 15, 2012 Share Posted April 15, 2012 (edited) You can extract the files you want to replace from one of the BSA's, replace them, and as long as you keep the folder structure intact, the game will use your files if you have ArchiveInvalidation working. Obviously you dont have to extract anything if you just place your files in the correct folder path with the correct name, but less chance to get it wrong if you do it. Or you could create a BSA with your files and use an ESM, makes the package very neat and simple. Edited April 15, 2012 by prodigium Link to comment Share on other sites More sharing options...
kampeao Posted April 15, 2012 Share Posted April 15, 2012 Ok,thanks :) Link to comment Share on other sites More sharing options...
Recommended Posts