dubiousintent Posted March 18, 2020 Share Posted March 18, 2020 Both BSArch and BSAopt will do the job. BSAopt is the older one and has a 15 minute video tutorial. I recommend BSArch because it is newer and more complete, taking advantage of lessons learned by zilav (author of xEdit/FNVEdit) working with later games such as FO4. There is a 3-part video series of about the same length that walks through the basic steps you need (but for a Skyrim mod). -Dubious- Link to comment Share on other sites More sharing options...
leotheEliteMajor117 Posted March 19, 2020 Author Share Posted March 19, 2020 (edited) Btw how about a good tutorial for the /characters folder of mine? As I dont much get for Skyrim. Edited March 19, 2020 by LabroLEO Link to comment Share on other sites More sharing options...
dubiousintent Posted March 19, 2020 Share Posted March 19, 2020 Do you understand how the folder structure is designed and works? Here is a basic tutorial. You have to substitute specific equivalents of what you are looking at in the tutorial on your screen with the names of the equivalent in what you want to change on disk. That applies to any lesson, including those with Skyrim references. (Suggest you setup and experiment with some "test" folders to match the tutorial before trying to implement on actual folders containing data.) Just bear in mind that when you "delete" a folder, you are deleting everything in that folder, to include all files and sub-folders. If you are "pointing to" a "top level" folder (such as "C:\", the root folder of drive "C:"), when you hit "delete" then you are in effect deleting your entire disk drive. There is no "going back" from that. (You will have to completely re-install your operating system and all files.) You are highly unlikely to find tutorials on everything you need to learn written specifically for whatever game you are playing at the moment. This is a basic skill you have to master or you should just give up on the idea of making your own changes. Especially in the TES game community, lessons are built upon previously discovered information as to how a particular "something" (like the game engine) works. No-one has the time or incllnation to rewrite previous knowledge in terms of the latest version if something is the same but for the "label". You sure you don't want to go with the "loose files" option I suggested originally? -Dubious- Link to comment Share on other sites More sharing options...
leotheEliteMajor117 Posted March 19, 2020 Author Share Posted March 19, 2020 I'm not basically sure. Also remind you that I am modifying a mod called "Mojave Terror" by Aarious. That is the mod which has its bsa called "MojaveTerror - Meshes" inside it, the characters folder we're talking about. I tried making the bsa into a folder using BSAOpt, removed the characters folder, and turn it to a bsa via FOMM's bsa creator. I tried going in game, and I see red (!) on the various weapons of the mod, but the animations aren't there. This is really confusing ngl. Link to comment Share on other sites More sharing options...
M48A5 Posted March 19, 2020 Share Posted March 19, 2020 You load list indicates that you are approaching the upper limit of mods that you can run in the game. I think that you should first concentrate on getting a stable game before you start changing things in your mods. Link to comment Share on other sites More sharing options...
dubiousintent Posted March 19, 2020 Share Posted March 19, 2020 The red exclamation marks are telling you those weapons are missing "meshes" (which can apparently be triggered by missing embedded file references such as "animation files". Learned something new). It appears the animation (KF) files you deleted are NOT named exactly the same as "vanilla" versions or are in different subfolders. [Edit: Or there were other needed files than KFs under that "\characters" folder. Did you check it out first?] The mesh NIF file has a specific KF file name and folder path embedded. Now you need to either 1) provide your own version of the KF file in the correct subfolder for each mesh to use instead; or 2) edit each mesh and give it the path and filename of the vanilla KF file. I do not recommend the latter approach unless you REALLY want to get into how to hack a mesh, but in that case ... you can follow the procedure laid out in the 'Issue: Find the source mod-index of an object in-game' entry of the 'Solutions to Mesh (Red "!" icon) or Texture (solid color) problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article to identify exactly which meshes are having problems. Then you can use the basic procedure laid out in "Adding ISA to Fallout: New Vegas", but again you will have to adapt it to your particular circumstance. (Not something I have gotten into, so I can't you further with that. I have no idea as to which node in particular you will need to edit.) -Dubious- Link to comment Share on other sites More sharing options...
leotheEliteMajor117 Posted March 22, 2020 Author Share Posted March 22, 2020 Is it allowed by having someone else modify the .bsa? I clearly am not good at stuff like that. Link to comment Share on other sites More sharing options...
dubiousintent Posted March 22, 2020 Share Posted March 22, 2020 If it is for your own personal use only: no problem. In order to share/publish for the use of others, the BSA is part of the original mod and subject to all the same copyright protections as that mod. If permission is not explicitly given, then it is restricted/withheld. Wait a minute! Just realized you might be asking if someone else could modify the BSA and send it to you. That is "distribution" on the part of the person making the modification and requires copyright permission. -Dubious- Link to comment Share on other sites More sharing options...
Mktavish Posted March 22, 2020 Share Posted March 22, 2020 Ya there is other sites out there who don't worry about those copywrite rules. But this one does , and that includes posting information that would enable infringement. And the transmission of knowledge through this site that could possibly be construed as such. Is not something the site could allow in order to protect its own viability to exist. Link to comment Share on other sites More sharing options...
leotheEliteMajor117 Posted March 22, 2020 Author Share Posted March 22, 2020 (edited) Well, it is for my personal use only. Is this allowed? I mean I will not distribute it to other people, or make it downloadable unless the maker of the mod gives me permission to publish the modified one or should I do it intentionally, besides, I would rather use it by my own, since, well I doubt that the maker of MojaveTerror, Aarius is still active. But I would likely want somone mod it for me and use it by myself, I will never publish the modded one without permission. Edited March 23, 2020 by LabroLEO Link to comment Share on other sites More sharing options...
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