bleakraven Posted May 21, 2013 Share Posted May 21, 2013 Hi! I just finished a major milestone in my mod and I was trying to give my mod to a friend so he could test it on his machine. I grabbed all the scripts folder, meshes and textures and gave it to him. However, it seems most things were broken when he tried it out... Is there a way to properly package a mod? The CK function seems broken... Thank you! Link to comment Share on other sites More sharing options...
prod80 Posted May 21, 2013 Share Posted May 21, 2013 afaik you just grab all the files you modified and the folder structure into a zipped archive and he/she can install using NMM (Add mod - By file, easiest way). This seems to work fine for me (but I just work with textures and meshes). I dunno your mod, so I dont know it's dependancies. make sure the structure is Data\ ... eg. Data\meshesData\texturesData\scripts Link to comment Share on other sites More sharing options...
rhowington Posted May 21, 2013 Share Posted May 21, 2013 You can also use Archive.exe to make a .bsa. However, I personally use the method prod80 explained. Link to comment Share on other sites More sharing options...
bleakraven Posted May 21, 2013 Author Share Posted May 21, 2013 Is there an easy way to find all the files I modified? Most of the things I changed are easily found via naming convention, but others, such as the elusive TIF script fragments, I just have no idea what they are named... Link to comment Share on other sites More sharing options...
ripple Posted May 21, 2013 Share Posted May 21, 2013 (edited) You should rename your fragment scripts (when you compile them). In fact, more modders should do this....but anyways, rename them to conform to your own naming scheme and they should be easy to find. Edited May 21, 2013 by ripple Link to comment Share on other sites More sharing options...
bleakraven Posted May 21, 2013 Author Share Posted May 21, 2013 Won't they be messed up if I do? :o Link to comment Share on other sites More sharing options...
ripple Posted May 21, 2013 Share Posted May 21, 2013 (edited) Won't they be messed up if I do? :oNo. Hmm...just so we are on the same page, we are not talking about renaming the files by manually editing the file name in Windows Explorer, but renaming the script when you compile them in the CK, where there's a tab that allows you to rename the script. Edited May 21, 2013 by ripple Link to comment Share on other sites More sharing options...
bleakraven Posted May 21, 2013 Author Share Posted May 21, 2013 I'll try it, thanks ripple! Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 21, 2013 Share Posted May 21, 2013 As far as the fragments go. Using the drop down menus go to File > Preferences > Scripts tab, you can enter a 4 character prefix code for your mod(s). This code will then be used automatically on all your new fragments.http://www.creationkit.com/File_Menu#Scripts Link to comment Share on other sites More sharing options...
bleakraven Posted May 21, 2013 Author Share Posted May 21, 2013 O_O Thanks! Link to comment Share on other sites More sharing options...
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