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Mod Build Deployment Tools?


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I have a mod that includes files in many different folders.

 

When I want to package up a new build, I have to go through all of the files and folders in my game directory and hand copy the relevant ones over to a different location with the same directory structure. Then zip them all up.

 

This is time-consuming and it's very easy to make mistakes and forget to copy over an important updated file.

 

Are there any tools anyone is using to automate that process? There should be something out there that allows you to map out the relevant files and automate creating a new build with one button press.

 

(Alternatively, it would be beautiful if there was an arrangement where you deployed all of your mod files to a folder and those got pushed to the Fallout game folder at run time. I believe that is what Mod Organizer did. But, I have switched to NMM long ago when switching to working on Fallout 4. And NMM does not seem to push the files over like that. It seems to install many of the mod files at mod install time and doesn't notice they have changed in the folder...)

Edited by dagobaking
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Creation Kit has an option to build Archives for your mod, its under File -> Build Archive. If you're just using FO4Edit, there's a program that's downloaded with Creation Kit called Archive2, it's in Fallout 4\Tools\.

 

Be sure to give your Archive the proper name, or the game won't recognize it. For .esp files, only "Mod Name - Main" and "Mod Name - Textures" are recognized.

 

Good Luck!

 

~GKX

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Thank you. I had heard about that builder. But, I haven't tried it because I didn't think it could work for my case.

 

Does it allow you to outline your build? Or, is it automated? Because I have some files (swf files, xml files, etc.) that CreationKit is presumably unaware of.

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You also have to select the files from the list, Ctrl-Click to select individual lines.

 

Regarding your SWF and XML files, if they are in directories that Fallout uses in its archives (Data/Interface, fex), and they are in those files when you select them, it will build the archive with them in the appropriate files.

 

Check out B.A.E. to get an idea of what base game archives have in them.

 

~GKX

Edited by GenghisKhanX
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Aha. Thank you. Didn't realize that you have to add files to the list and ctrl-click them.

 

This is good to know for if/when I need to make a BA2. But, it's basically the same amount of work (maybe more) and just as mistake-prone as copying the files over to a build location and zipping up.

 

I'm looking for a solution that makes creating a new build a one or two click process. So, it would need to save folder/file paths to be copied over to package a new build.

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I'm looking for a solution that makes creating a new build a one or two click process. So, it would need to save folder/file paths to be copied over to package a new build.

The original suggestion of using the Creation Kit to pack the archive process is a few clicks. On rare occasion it will try to pack other loose files that you have in your data directory so you still need to skim through the list of files it grabs for verification, but it should grab and pack all your files for you. Click on File>Create Archive

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I'm looking for a solution that makes creating a new build a one or two click process. So, it would need to save folder/file paths to be copied over to package a new build.

The original suggestion of using the Creation Kit to pack the archive process is a few clicks. On rare occasion it will try to pack other loose files that you have in your data directory so you still need to skim through the list of files it grabs for verification, but it should grab and pack all your files for you. Click on File>Create Archive

 

 

Unfortunately, a lot of the files that I update regularly (swf and xml) do not get detected and included in that process. So, I have to manually add them for every build.

 

It is faster to just use windows explorer and copy/paste.

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Unfortunately, a lot of the files that I update regularly (swf and xml) do not get detected and included in that process. So, I have to manually add them for every build.

Â

It is faster to just use windows explorer and copy/paste.

The Creation Kit also lets you create archive list files (I think they have an archlist extension) and those can be any files you want. You simply need to export your file list once and import it when you create a new version and all the files will be automatically included.
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Unfortunately, a lot of the files that I update regularly (swf and xml) do not get detected and included in that process. So, I have to manually add them for every build.

Â

It is faster to just use windows explorer and copy/paste.

The Creation Kit also lets you create archive list files (I think they have an archlist extension) and those can be any files you want. You simply need to export your file list once and import it when you create a new version and all the files will be automatically included.

 

 

Indeed it does! Now I feel pretty dumb having overlooked those buttons. :D

 

Thank you.

 

A related question: CK auto includes in the file list (along with files I expect) "Form.pex" and "ScriptObject.pex". But, I didn't touch those files. Should I include them with the build? Should I be alarmed?

Edited by dagobaking
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