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Correct way of packaging mods


Job4aCowboy

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Hey, I'm creating my first mod and I'm wondering what's the correct way of packaging it.

I understand I'll have to keep file structure so it's compatible with NMM but what files do I have to include?

 

My mod is adding more dungeons, quests and locations. All of it is using default game files. I'm trying to stick with default scripts too.

 

I've heard packaging the BSA is a bad thing, is this true?

 

Thanks

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Depends on what your mod does, if you made anything using custom resources or loose files you've extracted (textures, meshes, scripts etc.) you'll need to include those and make the folder structures. But if your work was all done within the CK then you'll just need to include the .esm or .esp as a zipped file with nothing more than it being inside of a Data folder. BSA's are only bad if the user has other loose files that might override the BSA (that's what they'll do by default) but it's all subject to what all you've done. I hope that helps! :biggrin: Edited by TheGreenLion
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Nice one, thanks!

 

so just the ESP file. Seems simple. Obviously if I write my own scripts I'll have to include those too.

 

I created a custom "spell tome" that looks like a soul gem. I unpacked the textures and meshes BSA and used the black soul gem mesh/textures for the book. I'm pretty sure I'll have to include these too as its reading it from that specific file path. Am I right?

 

Thanks again!

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