The Content of a BSA

Post » Mon Nov 19, 2012 2:40 am

Ok for some of you this is most likely a basic question but I want to make sure I am clear as to what needs to be in a BSA ?

I ask because I have two Mods which both work on my PC yet wont work on a Vanilla environment with the BSA I created.

I am aware of the Dialogue bug but this is not that it is the choices I gave to the person in the Dialogue have some scripting to them that makes things happen...

Those appear not to happen even the the Character speaks the Dialogue and I choose an option.

So I guess I am asking if I have Mesh files included, sound files Included, Script Pex Files Included for the Script Directory what other things would need be included for Quests and Scripting etc ?
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An Lor
 
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Post » Mon Nov 19, 2012 1:03 am

If I recall, there are some files the CK "forgets" to include in a BSA.
You have to manually select them to be included. Source Scripts, voice files, face meshes and textures I think are the skipped files. (But don't hold me to that...)
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Kelsey Anna Farley
 
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Post » Mon Nov 19, 2012 9:22 am

...

I am aware of the Dialogue bug but this is not that it is the choices I gave to the person in the Dialogue have some scripting to them that makes things happen...
...
Are you certain it is not "that"?

Someone reported - http://www.gamesas.com/topic/1403919-dialogue-no-longer-works-thread-2-quest-bug-dialogue-scenes-etc/page__view__findpost__p__21530551 - that they have a script in an End-Fragment of some Dialogue that should be setting a quest stage (or something similar) but although the Dialogue appears, it seems the script does not execute.

Is yours similar?
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GPMG
 
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Post » Mon Nov 19, 2012 2:36 am

Well I am not completely sure of anything at this point LOL... What I know is it works on my machine fine... On a machine with the BSA and not the raw files not so good...
It appears as though scripting is being ignored although the menu choices and dialogue are fine. Kind of looking for a needle in a super nova...
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Kelli Wolfe
 
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Post » Mon Nov 19, 2012 8:33 am

If you want to rule the BSA out, manually re-build the BSA (the exe is called Archive in your main skyrim folder). Find the various script, sound, texture, mesh, etc. files that go with your mod and save the BSA somewhere with your mod's name before the extension.
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JUan Martinez
 
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Post » Mon Nov 19, 2012 4:56 am

If you want to rule the BSA out, manually re-build the BSA (the exe is called Archive in your main skyrim folder). Find the various script, sound, texture, mesh, etc. files that go with your mod and save the BSA somewhere with your mod's name before the extension.

Done that basically.. But I could have missed something? I will study it again with blood shot eyes and a neck brace.
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Tiffany Holmes
 
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Post » Mon Nov 19, 2012 7:18 am

http://www.creationkit.com/File_Menu#Create_Archive


The following files are known to be missed by the CK when packaging an archive. This is not necessarily a complete listing. Keep this in mind.


meshes\Actors\Character\FaceGenData\FaceGeom\
textures\Actors\Character\FaceGenData\FaceTint\
Sound\Voice\
Compiled vanilla scripts that have been altered in the mod.
Compiled scripts attached to quest aliases, whether they're vanilla or not.
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Taylah Haines
 
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Post » Mon Nov 19, 2012 10:01 am

As of the latest CK update, alias scripts and their source files are automatically added to the .bsa.
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Doniesha World
 
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