BSA Woes

Post » Tue Jun 19, 2012 9:13 am

OK, so I've loaded my first Skyrim mod onto the Nexus (and Workshop). Some people are telling me it works just fine, and others are having trouble because the scripts and sound files aren't firing. This sounds to me like it's a problem with the bsa compiled through the CK. In past ES games the kinds of mods I liked to make could all be achieved just through the ESP.

From what I understand of BSA's you only really get a conflict when you're replacing something in the vanilla game and you need to worry about precedence. But mine has new scripts and new voices for the new NPC's in the mod, so if I'm right, I don't really need to worry about BSA conflicts under normal circumstances.

Are other people having trouble with BSA's packed through the CK? Am I neglecting to do something? Are BSA's (however elegant) ultimately a waste of time, and should I just go the messy loose file route?

If there's a kind soul out there who would be willing to take a peek at my bsa, and let me know if they think the problem is at my end or the user end, I would be grateful. It's possible that I'm only hearing from the occasional person who is having trouble, and it's working for most people. But since I'm new to BSA's I just need reassurance that I'm doing it correctly OR advice on how to fix it if I'm not. I haven't gotten any complaints in the Workshop so far, but there doesn't seem to be as much of a feedback culture there.

By the way, when I clear my Data folder of the loose files I used to make the mod and download a fresh copy from the Nexus, it works fine for me.

http://skyrim.nexusmods.com/downloads/file.php?id=10205
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Dj Matty P
 
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Post » Tue Jun 19, 2012 5:02 am

Personally, I think BSA packing is all ****ed up. I had so many issues with it that I ended up literally replacing every vanilla script, quest, npc, everything my mod touched in order to get it working. Just so the BSA packer would know what to grab.

Modding with Skyrim is a nightmare if you ask me. But, let's not give up hope.
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Josh Trembly
 
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Post » Tue Jun 19, 2012 11:23 am

I was meaning to ask about this, as I won't be doing much except replacing vanilla resources. Is there any documentation on problems with BSA precedence anywhere? I wondered what would happen when a BSA with an ESP's name contained resource files with the same name/path as stock ones...
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Ron
 
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Post » Tue Jun 19, 2012 11:23 am

I was meaning to ask about this, as I won't be doing much except replacing vanilla resources. Is there any documentation on problems with BSA precedence anywhere? I wondered what would happen when a BSA with an ESP's name contained resource files with the same name/path as stock ones...

There is yeah. Do a search on this forum for BSA. It's a big post and I believe Bethesda knows about it.
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Lauren Graves
 
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Post » Tue Jun 19, 2012 8:24 am

Do a search on this forum for BSA. It's a big post and I believe Bethesda knows about it.

I had, so I did again... don't see anything that resembles that.
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Anthony Rand
 
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Post » Tue Jun 19, 2012 11:23 am

I was meaning to ask about this, as I won't be doing much except replacing vanilla resources. Is there any documentation on problems with BSA precedence anywhere? I wondered what would happen when a BSA with an ESP's name contained resource files with the same name/path as stock ones...

Seems that precedence goes to the BSA with esp name followed by loose files followed by Bsa's registered in the ini file followed by vanilla BSA with esp named BSA's using alpha numeric ordering (so an esp named aaxxx.esp is overridden by bbxxx.esp) and registered BSas using ordering based on the list in the INI - first listed is overriden by later in the list) --- So Using BSAs is going to be a nightmare as you add new mods based on the naming of the mod and your current mods.

I'll see if I can find the thread for you !

EDIT :http://www.gamesas.com/topic/1345724-important-bsas-and-you/page__p__20281134#entry20281134
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Darrell Fawcett
 
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Post » Tue Jun 19, 2012 2:09 am

Thanks and much appreciated. :) I remember seeing that thread too, but it was in mods (should really be pinned here...)
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DeeD
 
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Post » Tue Jun 19, 2012 8:26 am

Here it is:

http://www.gamesas.com/topic/1345724-important-bsas-and-you/page__st__180__p__20339942__hl__bsa__fromsearch__1#entry20339942
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Enny Labinjo
 
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Post » Mon Jun 18, 2012 8:20 pm

OK, so at least one of my problems was a script that "decided" to disassociate from a dialogue node. I was unable to duplicate the error people were having because it would cause an error only in one specific cell and not all of the cells that the node could fire in! So, my own problem is solved, but other people are still having problems with BSA's, so I hope this question stays on the horizon.
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Sammygirl
 
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