132885 Posted May 31, 2012 Share Posted May 31, 2012 Now I am finished with my mod... How do I package it? Is there a button somewhere that will place all the files needed together or do I have do somehow do that myself? Link to comment Share on other sites More sharing options...
jet4571 Posted May 31, 2012 Share Posted May 31, 2012 I always do it myself, but there is supposed to be a way to compile it all into a .bsa file for uploading to steam workshop though i never used that feature. Link to comment Share on other sites More sharing options...
fg109 Posted May 31, 2012 Share Posted May 31, 2012 Instructions by David Brasher Link to comment Share on other sites More sharing options...
tg08096 Posted May 31, 2012 Share Posted May 31, 2012 I use winrar and copy the esp to my desktop, right click the esp and click "add to archive," which then creates the rar file for use with NMM. If you have to add meshes, then you have to create the folders as they correspond to your data folder. meshes > "yourmodsnamefolder" > any subfolders or just the nifs Your rar should have your esp and your meshes folder when finished, and thats what you upload. I dont know if thats what you meant, but thats what i do Link to comment Share on other sites More sharing options...
steve40 Posted May 31, 2012 Share Posted May 31, 2012 I use a program called BSAopt to compress the loose assets into a BSA archive, then I put the BSA, ESP and a README file into a new DATA folder and archive this folder using WinRAR. Link to comment Share on other sites More sharing options...
132885 Posted June 1, 2012 Author Share Posted June 1, 2012 Thanks everyone! I ended up doing all the meshes and scripts manually... but am stuck on how to figure out which textures need to be compiled. Link to comment Share on other sites More sharing options...
David Brasher Posted June 1, 2012 Share Posted June 1, 2012 If you use brand-new textures, then they need to be added to your package. If you use original textures but give them new directory paths, then you must add them to your package. If you use original vanilla Skyrim textures located in their original locations, then you do not need to include them in your package. If you can't remember exactly which textures your new meshes use, you can examine them one by one in NifSkope. If your mod adds new NPCs or edits the faces of existing ones, you need to include the facegen textures and meshes in your package to prevent the dark face bug. Link to comment Share on other sites More sharing options...
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