The game ignores my bsa! (And more CK questions)

Post » Mon Jun 18, 2012 10:24 am

I'm trying to test a mod I'm making by removing all related files from the directory, then subscribing to it and running the game.
The mod currently consists of 1 *.esp file and 1 compiled script (one that overrides an existing script).

If I use the esp file and place the compiled script into the scripts folder (how I uploaded it to skyrim nexus) it all works fine.
However, when the script is in a bsa, it seems to be ignored.

I have tried making bsa's in this fashion:
1. Using Archive.exe and archiving the compiled script.
2. Using the CK and allowing it to archive and upload the source code file which it does by default
3. Using the CK, but removing the source code file and manually adding the compiled script to the archive.

All methods lead to the esp changes working, but the script not working.
Could this be related to the fact that I am modifying an existing script, not adding a new one?
I believe there are a few threads where people report bsa's not working properly.
My bsa has the same name as the esp file.



And the other question:
Is there some way to change the name of a file uploaded to the steam workshop?
If I change the name of the esp file, the CK attempts to create a new file on the workshop.


Thank you in advance!
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dean Cutler
 
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Post » Mon Jun 18, 2012 1:26 pm

Bump? Please?
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Cathrin Hummel
 
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Post » Mon Jun 18, 2012 2:14 am

Bump? Please?
just came over from geck and started using the ck myself, so i just can tell you about geck/fallout: there it only works with esp's (not esm's), and the bsa has to have the exactly same name (except file extension of course) as the esp file. to make it work with an esm, you'd have to like create an empty dummy esp in addition or something, look here http://geck.gamesas.com/index.php/BSA_Files - but all that's like i said just geck, could be all different in ck, don't know yet.
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Antonio Gigliotta
 
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Post » Mon Jun 18, 2012 11:54 am

wrong post
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Stephanie I
 
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