samv96UK Posted May 19, 2012 Share Posted May 19, 2012 I'm not sure what topic I should have posted this so I just chose this one, forgive me if it's not correct. Anyway, I'm currently making a mod that has quests and custom dialogue in it. When I upload the mod, will I have to upload the creation kit file AND all the audio that I've recorded in a RAR file ready to be extracted, or will I just be able to upload the CK file and have the audio still work? Also, could someone please explain if I could do this so it can be simply downloaded with the mod manager and work, instead of uploading a rar file? Thank you Link to comment Share on other sites More sharing options...
62firelight Posted May 19, 2012 Share Posted May 19, 2012 (edited) The audio files are needed for the mod if it uses those audio files, otherwise it won't work properly and since there is no voice files to use, the game skips the dialogue making it unreadable. Also, there is a tool in the CK to create archives if I am right. Go to File > Create Archive (or something similar) and click on that, to see what happens. My guess is it would create a .RAR/7zip file and put the mod's required files into the archive. And if you don't want the voice files to be 'loose' (in another folder) you can also make a .bsa file (I'm not sure about doing it that way, you need a program to make .bsas) and store the audio in it. This is optional though, it doesn't matter each way. About the mod manager question, I don't think it really matters. The Nexus Mod Manager automatically extracts everything (from what I've seen. Yes, this includes the readmes) from the archive to your Skyrim dictionary. Though if you are asking that NMM needs a archive, yes. Edited May 19, 2012 by 62firelight Link to comment Share on other sites More sharing options...
samv96UK Posted May 19, 2012 Author Share Posted May 19, 2012 Thak you for the reply. I'll experiment and see what works best. :thumbsup: Link to comment Share on other sites More sharing options...
David Brasher Posted May 19, 2012 Share Posted May 19, 2012 If you upload a quest mod, you will need to upload more than just the .esp. These are the things you will likely need to upload: .espreadme file.esm (If your mod includes a house or a dungeon or something with Navmeshing.)scripts (You have a quest, so you are almost sure to have scripts.)meshes (Facegen data to prevent the dark face bug.)textures (Facegen data to prevent the dark face bug.)sounds Link to comment Share on other sites More sharing options...
samv96UK Posted May 20, 2012 Author Share Posted May 20, 2012 (edited) If you upload a quest mod, you will need to upload more than just the .esp. These are the things you will likely need to upload: .esp readme file .esm (If your mod includes a house or a dungeon or something with Navmeshing.) scripts (You have a quest, so you are almost sure to have scripts.) meshes (Facegen data to prevent the dark face bug.) textures (Facegen data to prevent the dark face bug.) sounds Would you be able to give me a quick guide on where I can find all teh data I need and how to do all of this? is there a way to make it downloadable with NMM? Thank you. EDIT: Also, I have a custom dungeon with navmeshing, but I only have a esp file for it, no esm. I'm not sure I'll need any meshes or textures since I didn't make my any of my own. Is this correct? Edited May 20, 2012 by samv96UK Link to comment Share on other sites More sharing options...
David Brasher Posted May 20, 2012 Share Posted May 20, 2012 I don't have any experience with NMM. I don't really know how it works. They say that if your mod is packaged right, NMM will automatically deal with it properly. Here is the only link I could easily find on packaging mods on the wiki: Uploading To Steam WorkshopIt is a shame because this page is stupid and gives bad advice that does not always work. It is also aimed at uploading to Steam Workshop, which is not what most people do because Steam Wirshop has some major problems and Skyrim Nexus will give an uploader a higher download count. One of these days I need to go add a page to the wiki that explains how to use Archive.exe to package mods instead of using the unreliable archive function of the CK. The CK archive function is usable, but it is slower because you have to get clear down through all the subdirectories to the files themselves before you can drag and drop the files into the window. You also have to be sure to delete junk that the the CK added that you don't want to package, and you have to be sure to add any scripts that the auto archive function missed out on packing. Then you stop short of actually uploading to Steam unless you want to. You just take the .bsa file and put it in the package you are preparing to 7-zip or .rar for upload to Skyrim Nexus. Okay, I found something on .bsa packaging: Here is a way to manually pack your BSA: 1 - Create a folder with the exact same name as your esp/esm in a new directory2 - Make a data folder with the meshes and textures folders inside, plus sounds if you use them3 - Place your files in the correct places, make sure they are all there4 - Open up the Archiver.exe in the skyrim folder5 - Flag the meshes and textures boxes on the left, others if necessary.6 - There is a list to the left to check, just do the top two and the bottom options 7 - Now to go to "edit" and "choose directory", then locate your folder and select the folder named the same as your file8 - You should have a list of all the meshes and textures, go to "edit" and select "check all"9 - Save the file to the skyrim\data directory, but that should be the default path anyway and save as the same name as your esp/esmSource: Forum Thread. From what you describe, it sounds like your mod will have these things for you to package: .espreadme filescripts (You have a quest, so you are almost sure to have scripts.)meshes (Facegen data to prevent the dark face bug because you have a quest and custom dialog and presumably added custom NPCs.)textures (Facegen data to prevent the dark face bug because you have a quest and custom dialog and presumably added custom NPCs.)sounds Link to comment Share on other sites More sharing options...
samv96UK Posted May 21, 2012 Author Share Posted May 21, 2012 I don't have any experience with NMM. I don't really know how it works. They say that if your mod is packaged right, NMM will automatically deal with it properly. Here is the only link I could easily find on packaging mods on the wiki: Uploading To Steam WorkshopIt is a shame because this page is stupid and gives bad advice that does not always work. It is also aimed at uploading to Steam Workshop, which is not what most people do because Steam Wirshop has some major problems and Skyrim Nexus will give an uploader a higher download count. One of these days I need to go add a page to the wiki that explains how to use Archive.exe to package mods instead of using the unreliable archive function of the CK. The CK archive function is usable, but it is slower because you have to get clear down through all the subdirectories to the files themselves before you can drag and drop the files into the window. You also have to be sure to delete junk that the the CK added that you don't want to package, and you have to be sure to add any scripts that the auto archive function missed out on packing. Then you stop short of actually uploading to Steam unless you want to. You just take the .bsa file and put it in the package you are preparing to 7-zip or .rar for upload to Skyrim Nexus. Okay, I found something on .bsa packaging: Here is a way to manually pack your BSA: 1 - Create a folder with the exact same name as your esp/esm in a new directory2 - Make a data folder with the meshes and textures folders inside, plus sounds if you use them3 - Place your files in the correct places, make sure they are all there4 - Open up the Archiver.exe in the skyrim folder5 - Flag the meshes and textures boxes on the left, others if necessary.6 - There is a list to the left to check, just do the top two and the bottom options 7 - Now to go to "edit" and "choose directory", then locate your folder and select the folder named the same as your file8 - You should have a list of all the meshes and textures, go to "edit" and select "check all"9 - Save the file to the skyrim\data directory, but that should be the default path anyway and save as the same name as your esp/esmSource: Forum Thread. From what you describe, it sounds like your mod will have these things for you to package: .espreadme filescripts (You have a quest, so you are almost sure to have scripts.)meshes (Facegen data to prevent the dark face bug because you have a quest and custom dialog and presumably added custom NPCs.)textures (Facegen data to prevent the dark face bug because you have a quest and custom dialog and presumably added custom NPCs.)sounds Do you happen to know where I can get the said textures/meshes from? I've made the folder, like the instructions said, and put in the voice/sound data, the .esp and I've also made a readme in notepad. I'm about the add the scripts now. Will the .esp contain the quest data and location data all in that file? Thanks Link to comment Share on other sites More sharing options...
gasti89 Posted May 21, 2012 Share Posted May 21, 2012 Yes, everything you need that isn't script/texture/mesh/sound is in the esp. Link to comment Share on other sites More sharing options...
David Brasher Posted May 21, 2012 Share Posted May 21, 2012 It may be that you have not yet generated your facegen meshes and textures to avoid the dark face bug, or that your mod does not add any new NPCs or edit the faces of any existing ones. If you do generate facegen data for your mod, it will be found in places like these: Data\Meshes\actors\Character\FaceGenData\FaceGeom\MyQuestMod.esp Data\textures\actors\Character\FaceGenData\FaceTint\MyQuestMod.esp Link to comment Share on other sites More sharing options...
samv96UK Posted May 22, 2012 Author Share Posted May 22, 2012 It may be that you have not yet generated your facegen meshes and textures to avoid the dark face bug, or that your mod does not add any new NPCs or edit the faces of any existing ones. If you do generate facegen data for your mod, it will be found in places like these: Data\Meshes\actors\Character\FaceGenData\FaceGeom\MyQuestMod.esp Data\textures\actors\Character\FaceGenData\FaceTint\MyQuestMod.esp Ah, that would be why. I don't believe I've generated the facegen data yet. I'm assuming I do that via the creation kit? Link to comment Share on other sites More sharing options...
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