Omegacron Posted August 11, 2019 Share Posted August 11, 2019 (edited) I've noticed that most mods that use archive (.BSA) files put textures in a separate file. Others do the same for sounds. Some, however, just dump everything in a single BSA file. This leads me to wonder what the "best practice" is when packaging my mod. So now I have the following questions:What is the reasoning behind putting textures and/or sounds in a separate file ("MyMod - Textures.bsa", "MyMod - Sounds.bsa", etc.)?If I only have a handful of sound effects to add (<10 files), do I still need to put them in their own BSA file?If it's only meshes in the first BSA file, why isn't it called "MyMods - Meshes.bsa"?Lastly, can I just place everything in a single BSA file to keep it simple? Thanks in advance for any help in this area! Edited August 11, 2019 by Omegacron Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 12, 2019 Share Posted August 12, 2019 There is a file size limit for BSAs. Anything larger and the game refuses to use it. This is why some mods (especially those with lots of textures) use multiple BSAs or leave them as loose files. I am not certain on the exact max file size value. My rule of thumb was always to keep it smaller than the largest BSA provided by Bethesda. The first BSA needs to have the same name as the plugin. Any BSA not named the same as the plugin will not load without editing one of the game's INI files (or possibly using a specific mod manager that will use them regardless - looking at you Mod Organizer v1.x) In a nutshell, if all files will fit in a BSA and remain below the max file size, keep them in a single BSA. Otherwise handle as you see fit. Tho, I'd rather have a single BSA with some loose files than mess with multiple BSAs for a single mod. Link to comment Share on other sites More sharing options...
agerweb Posted August 12, 2019 Share Posted August 12, 2019 I have heard it is unwise to go over 2GB. Unlike LE, SSE appears to read a 'Modname - Textures.bsa' as well as a 'Modname.bsa' without tinkering with the .ini file; how reliable this is I don't know, but it worked last time a tried it. Link to comment Share on other sites More sharing options...
cdcooley Posted August 12, 2019 Share Posted August 12, 2019 The CK will automatically separate textures into their own BSA. That file will have the compression flag turned on while the main file won't. (It's a bad idea to use compression for the sound and script folders and possibly a few others.) The " - Textures" variation is the only special BSA name recognized automatically by Skyrim. (Oblivion would load any BSA that started with the name of a matching mod.) Link to comment Share on other sites More sharing options...
BowmoreLover Posted August 13, 2019 Share Posted August 13, 2019 Bsa tips page here: https://wiki.nexusmods.com/index.php/Getting_started_creating_mods_using_GECK#Packaging_Mods_for_InstallationThis page is for FO3 / FNV, but there is a common tips for all Beth games. Link to comment Share on other sites More sharing options...
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