Cant pack facegeom data in BSA, help

Post » Thu Jun 21, 2012 11:47 am

I had some issues with some face tint with some npc actors i did in the CK, i know that hitting Ctrl+f4 creates some files in both Meshes and Textures folders, the thing is... and i want all my files safely packed inside its BSA for easier install and uninstall but i cant seem to force the files that fixes the facetint issue into being packed in the BSA, everything else is being stored as it should but not those files... i noticed "Warzones - Civil Unrest" somehow manage to do this... i may be doing something wrong, i just click in the "Upload plugin and archive to Steam" and so far it has worked, can someone help?
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Mariaa EM.
 
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Post » Thu Jun 21, 2012 5:57 am

Help, anyone?
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Donald Richards
 
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Post » Wed Jun 20, 2012 10:14 pm

You say you can't force those files into your BSA but don't mention any error or what the problem is. Have you tried opening the BSA in Archive or FO3A? Are the files actually not in there? Are they stored in the wrong path? IIRC the path includes your ESP... have you renamed your ESP recently?

I am like you... now that load order has been added I prefer to keep everything in its own BSA. I even repack mods that I download into their own BSA if they have loose files. Makes uninstalling and resolving conflicts sooo much easier. You might try building the BSA on your own instead of trusting CK to do it. http://creationkitadventures.wordpress.com/2012/02/25/how-to-package-a-bsa-archive-for-skyrim/ helped me get started.
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Lloyd Muldowney
 
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Post » Thu Jun 21, 2012 1:54 am

Yes sorry, i was not being explicit enough... everyone knows about the facetint issue when editing an actor right? well there is a way to "fix" it by selecting the character actor in the "object Window" and by pressing Ctrl+f4, this will create some nif and couple tga and dds files inside a FaceGenData/FaceGeom/nameof.esp in both textures and meshes folder, i want to pack those files in a bsa but the CK refuses to pack them in the bsa... i noticed "Warzones - Civil Unrest" manage to put them inside in the bsa... question is how do i manage that? or do i need to use a third party tool?

Edit:

Thanks, checking the tut... this may help solve my issue hehe.

Edit

It worked, thanks a lot Aenara!!
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Nathan Barker
 
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Post » Thu Jun 21, 2012 1:04 pm

Slightly easier to do this with the CK, though it's not readily obvious you can. When you're on the screen to upload to Steam and it's showing you the files it wants to pack, you can (and in this case must) drag the files for your NPCs in manually. They'll be in the following locations:

meshes\Actors\Character\FaceGenData\FaceGeom\
textures\Actors\Character\FaceGenData\FaceTint\

You have to go into the folder for your mod and drag the files. Drag them from Explorer down onto the taskbar button for the CK, then once Windows switches views, keep dragging until you get them into the archive window.

So far, it's been discovered that the CK will not automatically gather up files from:

meshes\Actors\Character\FaceGenData\FaceGeom\
Sound\Voice\
textures\Actors\Character\FaceGenData\FaceTint\
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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Czar Kahchi
 
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Post » Wed Jun 20, 2012 9:53 pm

Thats also good to know, thanks!
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Chase McAbee
 
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Post » Wed Jun 20, 2012 11:23 pm

Also worth noting that the .tga files the ctrl-f4 process makes are not required by the game.
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Stacey Mason
 
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Post » Thu Jun 21, 2012 10:56 am

Wow. Most excellent thread guys!

Is there a way to get the CK to create the necessary facetint etc files into a .bsa without having to upload to the Workshop?

And @Aenara

Thanks for that great link!
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OTTO
 
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Post » Thu Jun 21, 2012 1:22 am

Just cancel the upload when you get to the screen that wants categories, a name, and a preview pic. You don't have to upload anything.
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Queen of Spades
 
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Post » Thu Jun 21, 2012 3:41 am

I found out that using the method of starting an upload to the Workshop will create a BSA file with only changes that were made and added to the Scripts and Scripts/Source folders.

So I've been using the Archive utility found in the base install folder to include changes made to the textures and meshes.

Is there a better way to get all changes? Like facetint and stuff to get rid of the gray heads.
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victoria johnstone
 
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Post » Wed Jun 20, 2012 10:05 pm

You have to drag the files in when the archive screen is up. Switch over to Explorer, find the files, drag them onto the CK's taskbar icon, then from there to the archive box. Don't let go of the mouse while doing this.

This is the process I use when updating my stuff and it works fine.

It won't automatically pick up meshes and textures that don't have referenced data in the CK. You will have to do that manually each time.
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I love YOu
 
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Post » Thu Jun 21, 2012 6:56 am

You have to drag the files in when the archive screen is up. Switch over to Explorer, find the files, drag them onto the CK's taskbar icon, then from there to the archive box. Don't let go of the mouse while doing this.

This is the process I use when updating my stuff and it works fine.

It won't automatically pick up meshes and textures that don't have referenced data in the CK. You will have to do that manually each time.

That was pretty cool Artmoor.

I got an error that it failed but when I used BSA Browser all the files were, in fact, there.

Actually I just split the screen with the CK on the right and Explorer on the left and just dragged what files I wanted to include :)

It's a lot easier than using the archive utility.

Thanks!
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Ella Loapaga
 
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