AtomicTEM Posted January 18, 2020 Share Posted January 18, 2020 For example if the mod file had a .vpk extension is goes in X folder, but if the file is a .nav or .bsp it goes in folder Y.How would you program this? Link to comment Share on other sites More sharing options...
shumkar Posted January 18, 2020 Share Posted January 18, 2020 (edited) Mod files extensions that I am aware of: .psc - Papyrus scripts sources - go to Data/Source/Scripts.pex - compiled Papyrus scripts - go to Data/Scripts.bsa - Bethesda Struct Archive - go to Data.esp - Plugins - go to Data.esm - Master files - go to Data.dds - Textures - go to Data/Textures.nif - Meshes - go to Data/Meshes.fla - Flash sources - no folder; compiled to swf.as - ActionScript sources - no folder; compiled to swf.swf - Flash movies - go to Data/Interface The mod author has to put all files in the corresponding Data' subfolders, then to pack this Data altogether in a .bsa file... Except .esp/.esm files; they are 'launchers', so don't go into the archive. Then .bsa and .esp are packed in a final mod archive .zip, .7z etc. So, Vortex does not distribute files by Data' subfolders; the correct folder structure must already be inside a mod archive. Something like this. I am still learning too. :unsure: Edit: All this - the example for Skyrim. Edited January 18, 2020 by shumkar Link to comment Share on other sites More sharing options...
AtomicTEM Posted January 18, 2020 Author Share Posted January 18, 2020 well its actually because the game had 2 mod folders one for maps (as in .bsp and .nav) and one for other mods. Link to comment Share on other sites More sharing options...
shumkar Posted January 18, 2020 Share Posted January 18, 2020 (edited) The point is that the correct folder structure must already be inside a mod archive. Edit: Isn't this about your game? https://gamebanana.com/tuts/12606 Edited January 18, 2020 by shumkar Link to comment Share on other sites More sharing options...
Pickysaurus Posted January 19, 2020 Share Posted January 19, 2020 Hey AtomicTEM, You can actually do this using "mod types" - if you look at other games that use these methods you should see how they work. Examples I can think of right now are: Blade & Sorcery, Stardew Valley and The Sims 4. Although you may also be able to do with a regular installer, which would be better. You can add the relevant "parent" folders based on file extension. Link to comment Share on other sites More sharing options...
ZeroProdigy3k Posted February 3, 2020 Share Posted February 3, 2020 (edited) Mod files extensions that I am aware of: .psc - Papyrus scripts sources - go to Data/Source/Scripts.pex - compiled Papyrus scripts - go to Data/Scripts.bsa - Bethesda Struct Archive - go to Data.esp - Plugins - go to Data.esm - Master files - go to Data.dds - Textures - go to Data/Textures.nif - Meshes - go to Data/Meshes.fla - Flash sources - no folder; compiled to swf.as - ActionScript sources - no folder; compiled to swf.swf - Flash movies - go to Data/Interface The mod author has to put all files in the corresponding Data' subfolders, then to pack this Data altogether in a .bsa file... Except .esp/.esm files; they are 'launchers', so don't go into the archive. Then .bsa and .esp are packed in a final mod archive .zip, .7z etc. So, Vortex does not distribute files by Data' subfolders; the correct folder structure must already be inside a mod archive. Something like this. I am still learning too. :unsure: Edit: All this - the example for Skyrim. This information is good to know. :cool: Edited February 3, 2020 by ZeroProdigy3k Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now