Eternalbrazen Posted November 2, 2012 Share Posted November 2, 2012 How do I make a mod a stand alone? Link to comment Share on other sites More sharing options...
JanusForbeare Posted November 2, 2012 Share Posted November 2, 2012 Simply don't use resources from any other mod. Link to comment Share on other sites More sharing options...
TheGreenLion Posted November 2, 2012 Share Posted November 2, 2012 It really depends on what you are trying to make with your mod. If you gave a bit more information as to what you are trying to accomplish that would help a lot toward a definitive answer. Link to comment Share on other sites More sharing options...
slainia Posted November 2, 2012 Share Posted November 2, 2012 If you're making a mod that uses new textures or meshes and want it so the user only has to download the mod from your page, you can include the resources when you upload the mod by following these steps. If you're using winrar, just rar/zip your esp file as you normally would (I only have winrar but I imagine the process is much the same for winzip or other archive software) Next, open the archive using winrar. 1. right-click in the files area > new folder. Call this folder "meshes"2. Open this folder by doubleclicking it (still in the winrar program)3. If all your meshes are in the data\meshes folder, just drag and drop all the meshes you need from explorer to winrar, you will get a parameters dialogue, normally just click OK(if your meshes are in a subfolder of \data\meshes, recreate this folder structure first, then drop everything in the proper subfolders)4. Do the same for \textures, and for whatever other custom resources you have used. Finally, test your archive just to be sure - close it, then extract it to a test folder - does everything look the way it should? i.e. esp at top level folder, then subfolders with all the meshes etc. You may also want to test this in a "live" skyrim installation which hasn't seen your mod (or temporarily remove your mod + resources used). This is the "loose files" method, in that people extracting your mod will end up with a bunch of loose files in their skyrim data folder. I may be doing it in a horribly convoluted way, I don't know how everyone else does it. This works for me. The other method is using the archive.exe tool which came with creation kit to create a single BSA file - for that method seehttp://creationkitad...ive-for-skyrim/ Which is better? I personally have no real preference, but some people have problems with BSAs if the comments on many mod threads are to be believed - I've never had them myself so I don't know. Other people dislike having a bunch of random files in their data folder. You could go the "complete" route and offer both, if you really wanted to please everyone. Not a stupid question - all part of the process ;) This is a sort of guide by another forumgoer that pretty much solved all my major problems/questions at the time. I'm not sure if this is specifically what you need, but it may help with background information if you do have a mod that uses new models etc. NOTE: you can also create a fake data directory, drop a copy of all the resources youre using into it, copy your mod over - the esp/esm/bsa or w/e you're using l mean - to it, then zip/rar that and upload it. that way the resources will all have intact directories without you having to fiddle. Link to comment Share on other sites More sharing options...
Eternalbrazen Posted November 3, 2012 Author Share Posted November 3, 2012 If you're making a mod that uses new textures or meshes and want it so the user only has to download the mod from your page, you can include the resources when you upload the mod by following these steps. If you're using winrar, just rar/zip your esp file as you normally would (I only have winrar but I imagine the process is much the same for winzip or other archive software) Next, open the archive using winrar. 1. right-click in the files area > new folder. Call this folder "meshes"2. Open this folder by doubleclicking it (still in the winrar program)3. If all your meshes are in the data\meshes folder, just drag and drop all the meshes you need from explorer to winrar, you will get a parameters dialogue, normally just click OK(if your meshes are in a subfolder of \data\meshes, recreate this folder structure first, then drop everything in the proper subfolders)4. Do the same for \textures, and for whatever other custom resources you have used. Finally, test your archive just to be sure - close it, then extract it to a test folder - does everything look the way it should? i.e. esp at top level folder, then subfolders with all the meshes etc. You may also want to test this in a "live" skyrim installation which hasn't seen your mod (or temporarily remove your mod + resources used). This is the "loose files" method, in that people extracting your mod will end up with a bunch of loose files in their skyrim data folder. I may be doing it in a horribly convoluted way, I don't know how everyone else does it. This works for me. The other method is using the archive.exe tool which came with creation kit to create a single BSA file - for that method seehttp://creationkitad...ive-for-skyrim/ Which is better? I personally have no real preference, but some people have problems with BSAs if the comments on many mod threads are to be believed - I've never had them myself so I don't know. Other people dislike having a bunch of random files in their data folder. You could go the "complete" route and offer both, if you really wanted to please everyone. Not a stupid question - all part of the process ;) This is a sort of guide by another forumgoer that pretty much solved all my major problems/questions at the time. I'm not sure if this is specifically what you need, but it may help with background information if you do have a mod that uses new models etc. NOTE: you can also create a fake data directory, drop a copy of all the resources youre using into it, copy your mod over - the esp/esm/bsa or w/e you're using l mean - to it, then zip/rar that and upload it. that way the resources will all have intact directories without you having to fiddle. Awesome thank you for your time Link to comment Share on other sites More sharing options...
slainia Posted November 3, 2012 Share Posted November 3, 2012 (edited) No, thank Acid. She - or he? o.O - pretty much held my hand through a forum thread to explain that. Lol. I found the drag and drop method is easier, tho. Since for my mod I'm using like...7 different resource packs, every time I find one I like I extract it twice - to my skyrim data folder, then to the folder I'm going to be uploading as my mod. Each time I add new resources, I don't have to fiddle with creating the directories etc, and i know i won't miss any files doing it that way. Was another hint from acid, too. lol. Edited November 3, 2012 by slainia Link to comment Share on other sites More sharing options...
Eternalbrazen Posted November 13, 2012 Author Share Posted November 13, 2012 It really depends on what you are trying to make with your mod. If you gave a bit more information as to what you are trying to accomplish that would help a lot toward a definitive answer. I want to create new characters with a lot of the beauty mods and some other stuff already included. I want to make save games from this data at differnt gamer levels. So that a user can use my mod completely as a stand alone or with their own preferences. Link to comment Share on other sites More sharing options...
Eternalbrazen Posted November 13, 2012 Author Share Posted November 13, 2012 I am makeing my first attempt at a standalone She is called Lisa stand alone, I have no idea what will happen lol I inserted a pic of the files I tried to include Link to comment Share on other sites More sharing options...
Recommended Posts