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.bsa files vs loose files


GnatGoSplat

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I was addressing the part where Dizzasterjuice said:

With NMM users, for some reason, item scripts that are stored within a bsa never fire at all.

 

It sounded like just a problem for NMM users.

 

That is the suggestion. What I'm saying is I fail to see how NMM does anything that would cause this.

 

I don't believe it's related, it's simply that a large proportion of users on this site use NMM so a conclusion has been drawn without anything other than coincidence to support it.

 

Just to clarify: This isn't meant to sound defensive towards NMM. I work in a professional support environment, and drawing unfounded conclusions is a pet hate :)

 

I'd like to know if anyone has actually demonstrated any conclusive proof regarding the conclusion. A bunch of users with NMM who have the problem and a bunch without it who don't is *not* conclusive.

 

What I'd like to see is this:

 

A user starts a new game with zero mods and saves.

The same user installs the mod with NMM, loads the save, and observes the error.

The same user removes the mod, and installs manually. They then load the save, and don't observe the error.

 

This would be much better proof that NMM is involved.

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I was addressing the part where Dizzasterjuice said:

With NMM users, for some reason, item scripts that are stored within a bsa never fire at all.

 

It sounded like just a problem for NMM users.

 

That is the suggestion. What I'm saying is I fail to see how NMM does anything that would cause this.

 

I don't believe it's related, it's simply that a large proportion of users on this site use NMM so a conclusion has been drawn without anything other than coincidence to support it.

 

Just to clarify: This isn't meant to sound defensive towards NMM. I work in a professional support environment, and drawing unfounded conclusions is a pet hate :)

 

I'd like to know if anyone has actually demonstrated any conclusive proof regarding the conclusion. A bunch of users with NMM who have the problem and a bunch without it who don't is *not* conclusive.

 

What I'd like to see is this:

 

A user starts a new game with zero mods and saves.

The same user installs the mod with NMM, loads the save, and observes the error.

The same user removes the mod, and installs manually. They then load the save, and don't observe the error.

 

This would be much better proof that NMM is involved.

I stand corrected. I don't know anything about how NMM works and as you said I was drawing an unfounded conclusion. It just seemed the most likely conclusion based on feedback from 52 users that only had one thing in common. It's probably a combination of multiple issues. Out of 18,700 downloads there was maybe 100 bug reports of which 52 of them gave me some usable feedback so it was a rare problem but enough to give the mod a bad name as far as being buggy.

The quest had 2 item scripts and 81 QF, SF, and TIF scripts. Only the item scripts failed to fire when packed in a bsa. Would packing everything in a bsa except the item scripts and esp work?

Edited by DizzasterJuice
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I stand corrected. I don't know anything about how NMM works and as you said I was drawing an unfounded conclusion. It just seemed the most likely conclusion based on feedback from 52 users that only had one thing in common. It's probably a combination of multiple issues. Out of 18,700 downloads there was maybe 100 bug reports of which 52 of them gave me some usable feedback so it was a rare problem but enough to give the mod a bad name as far as being buggy.

The quest had 2 item scripts and 81 QF, SF, and TIF scripts. Only the item scripts failed to fire when packed in a bsa. Would packing everything in a bsa except the item scripts and esp work?

 

I think it should work, yeah. The ESP shouldn't care whether the files it's looking for are in the bsa or the folders - as long as the paths are correct.

 

If you want me to test, point me at the mod and I'll happily give it a go tomorrow.

 

What are you using to pack the BSA? The Archive.exe that comes with the CK, or something else?

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I think it should work, yeah. The ESP shouldn't care whether the files it's looking for are in the bsa or the folders - as long as the paths are correct.

 

If you want me to test, point me at the mod and I'll happily give it a go tomorrow.

 

What are you using to pack the BSA? The Archive.exe that comes with the CK, or something else?

The quest is http://skyrim.nexusmods.com/mods/15680/ and it was the Archive.exe.

I haven't worked on it in months and since then the 1.6 patch added some other problems so I'm taking a break from it for now.

I'm in the middle of another project right now and I want to finish it first. http://newvegas.nexusmods.com/images/35537/

Thanks for offering, if you have the time i would appreciate the feedback.

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  • 1 month later...

I think it should work, yeah. The ESP shouldn't care whether the files it's looking for are in the bsa or the folders - as long as the paths are correct.

 

If you want me to test, point me at the mod and I'll happily give it a go tomorrow.

 

What are you using to pack the BSA? The Archive.exe that comes with the CK, or something else?

The quest is http://skyrim.nexusm...com/mods/15680/ and it was the Archive.exe.

I haven't worked on it in months and since then the 1.6 patch added some other problems so I'm taking a break from it for now.

I'm in the middle of another project right now and I want to finish it first. http://newvegas.nexu...m/images/35537/

Thanks for offering, if you have the time i would appreciate the feedback.

 

Hi DizzasterJuice,

 

Just wanted to give you some feedback.

 

Unfortunately, I only have version of Skyrim, which is patched up to date. As a result, it's difficult to figure out whether any issues are a result of incompatibilities with the mod and the current version of the game, or something else. If you get this mod working with the current version I'd be more than happy to give it another test and focus on the scripts for you.

 

Regards,

 

SeraphTC

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I know some mod authors claim that pirated versions of Skyrim can't read files (most noticeably scripts) from .bsa. Considering the Steam Workshop integration and the fact that it only support .bsa-arcives, I think it makes sense. Some of my Nexus mod-users that had problems with .bsa also claimed that they couldn't use the steam-version for various reasons. Edited by Sjogga
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  • 6 years later...
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