Create Archive doesn't save into the Data directory, even if

Post » Sun Jun 24, 2012 1:56 am

If I use Create Archive and tell it to save into the Data directory with a specific BSA name, it keeps saving it into the main skyrim directory.

I'll say in advance that:
1) I don't have Steam installed into the default Program Files directory of C:, because it is saved in a custom Games directory of another drive [and disk] (E:).
2) Take ownership doesn't do the trick, so the issue isn't with directory writing access privileges, but it's truly an issue with the Creation Kit.

I am worried that it could negatively affect my mod.

Moreover, if I use the other option (Upload to Steam) and I halt it before the actual uploading:
1) It does save into the Data folder and renames the BSA with the appropriate name (same as the esp).
2) It doesn't seem to update the file if another BSA is there.

Now...I'd like to understand why the behaviour of the CK differs in a thing (packing archive) which should be the same and, more important, why files which are conceived to stay into the Data directory aren't saved there by the CK even if this is asked to the program.

Jashkar
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Karen anwyn Green
 
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Post » Sun Jun 24, 2012 8:24 am

@jashkar - Confirming what you are reporting:

I just used Steam to verify my Creation Kit, and it said 2 files needed to be reacquired. So, they were.

Then, I opened my newly refreshed copy of the CK to my own mod, and clicked "File --> Create Archive". Then I selected my script files in the window that opened up, and clicked the "Pack Files" button. When I go to look for the new .bsa file, it is not in the Skyrim\Data folder. It is in the Skyrim folder.

It does not matter what I name the .bsa. Whether it already exists in the Data folder or not, whether it already exists in the Skyrim folder or not, the new .bsa file is put in the Skyrim folder, and the CK as no trouble overwriting a previous .bsa with the same name. Doesn't even ask if you want to overwrite, just does so.

Now, my mod won't work if the .bsa is not in the Data folder, so I manually move it there. Which I have to do each and every time I make any changes and re-pack the files.

My Steam is installed to C:\Games\Steam, to avoid the UAC permission stickiness that comes with Windows 7. The CK reports it's version as 1.5.24.0. I'm using Windows 7 Professional 64-bit, in case that makes any difference.

Calen
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Dalia
 
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Post » Sun Jun 24, 2012 3:44 am

As I stated in the "less polite" post I prefer to use the side tool that came with the CK: http://creationkitadventures.wordpress.com/2012/02/25/how-to-package-a-bsa-archive-for-skyrim/. By default it actually saves to my Documents folder but you can browse to anywhere for it to save (or use a Favorite to get right to the Data directory). It also has a ton of filters and a VERY helpful/informative list of everything that's going to be packed into the BSA with individual include/exclude check boxes. It's really amazing.

I know it's not part of the CK IDE but it really is part of the CK. People need to remember that this is the tool that created the game--mostly. The Bethesda people don't create ESPs like we do, they make ESMs. They also have an infrastructure that we don't--things like source control. Since they don't run it the same as we do, they won't have the same errors that we do. And they don't have to fix these errors.

That's right. They don't. The CK is a gift.

Bethesda is incredibly generous to provide the community with their tool. And if there's extra leg work to use it, that's fine IMO. :biggrin:
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Sasha Brown
 
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Post » Sun Jun 24, 2012 9:33 am

I wasted a good couple of hours and a couple of broken versions uploaded to the workshop over this!

And I notice it is still broken!

Are we expected to just remember another cycle in our build process which involves moving the generated .bsa back into DATA? And what is the correct answer to 'Archive -> Pack -> Exists?' before publishing to Steam Workshop?
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candice keenan
 
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