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why do some retexture mods come with an esp?


kevkiev

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I would like to know more about that, as well.

 

Especially because the texture mods that use esp can have their load order managed through BOSS or the plug-ins page of NMM, but mods without the esp are just written in the order they are activated, which may cause overwriting of files from any previous mods that affect the same object(s), and a much more time consuming method of ordering for compatibility. Esp files seem to me to make more sense, but perhaps there is a reason that some texture mods cannot be esp files?

 

And if they could be esp files, it it possible for the author (or user) to convert them so that they can be ordered through NMM?

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You can do a full work up of a 3D asset or you can use the SDK to create an apply texture sets to any model. So it really depends on what they wanted to do an what they know how to do. Typically the texture sets are really only useful if you have one model, but many textures for it. Also it could come with an .esp because they wanted to change something, and/or are complete idiots like most of us.
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Well thank you, that is a helpful explanation. However, in this particular case, my vote goes to the idiots, because an esp file is much easier to handle from the user's end. Or maybe only if the user is an idiot....;D (No one said I couldn't vote for myself!)
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Because the .bsa files has always a unique name which vanilla Skyrim.esm cannot describe. If you notice, the mods that came with .bsa file and .esp file shares same name (e.g. DaedricRetex.bsa & DaedricRetex.esp)

 

Now you say "why .bsa?", I think this keeps "Data" folder more clean and organized.

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You could name the .BSA GreatBigHotDogStand_4325.BSA an it wouldn't matter. It's a merged folder structure an for that it's just looking in .BSA file types an loose files. The modder named it that in case you want to remove it an you have 16 player made .BSA
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