ferogain Posted February 23, 2013 Share Posted February 23, 2013 Ok, if I use a .nif that another modder made, using all in game objects, in my mod (giving proper credit of course) do I need to add the .nif file in my mod when I upload it to The Nexus or is all that done in the "saving" of the mod itself and added automaticly in the plug-in file? I want to use one of Blary's awesome resources as well as a few others, but am unsure how it all gets packaged. I say this is a stupid question because I have already made house mods, I just never have used any of the modders resource stuff before. And I'm not sure since the ones I want to use are not new meshes or anything, it's all ingame stuff, just put together a certain way. Like the open books resource and the vegetable baskets and so forth. Thanks all. Link to comment Share on other sites More sharing options...
VectorPlexus Posted February 23, 2013 Share Posted February 23, 2013 no, nif files (or any other file assets like DDS, HKX, PEX, etc) are not packed in the ESP. Thats what BSA files are for. Link to comment Share on other sites More sharing options...
ferogain Posted February 23, 2013 Author Share Posted February 23, 2013 (edited) So I need to make a seperate BSA file for all the added .nif files I use and upload all them as part of the package if I want it to look right on another users computer? Even if the new .nif's only use stuff already in the vanilla game? Edited February 23, 2013 by ferogain Link to comment Share on other sites More sharing options...
Deleted1308005User Posted February 23, 2013 Share Posted February 23, 2013 From what I know, blary's resources are put together from vanilla contents, yes.However, they are separate .nif files, so you need to pack them. Link to comment Share on other sites More sharing options...
VectorPlexus Posted February 23, 2013 Share Posted February 23, 2013 (edited) you dont need to pack them inside a BSA, although its more more clean and organized way to distribute a mod. imagine this... your data folder has different subfolders... meshes, textures, scripts, whatever... a BSA is just a "zip" file, where files are kept in the same structure as your data folder. Lets say you have a mod, that one of its assets its a different tail nif mesh, located in meshes\actors\character\character assets\maletail2argonian.nif The game will look inside your Data folder in meshes\actors\character\character assets\ and inside the BSAs you have in the data folder aswell to look for maletail2argonian.nif. Since maletail2argonian.nif is not a default asset, if you dont distribute that file aswell, something bad will happen. But lets imagine you edited the mesh geometry in the malebody_1.nif and kept it at its default folder with the same name. Since this file has the same name has the one located inside Skyrim - Meshes.BSA, and if you dont provide your edited one, the game will use the one that he's able to find inside the Skyrim - Meshes.BSA In essence, BSAs, allow you to have several Data folders. Edited February 23, 2013 by VectorPlexus Link to comment Share on other sites More sharing options...
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