Packaging my mod for distribution

Post » Tue Jun 19, 2012 7:47 am

I publish a mod containing bug fixes for Proudspire Manor. Prior to my latest update, publishing has been a snap as I only had to worry about one .esp file. In the latest version, however, I've had to add one new script and modify one of the existing quest scripts to fix a bug. Now packaging the mod is getting more complicated, and I have a few questions:
  • File > Create Archive won't work for me. I can select files for the archive, but then nothing happens when I hit the Pack Files button. No errors, no .bsa file, nothing. The only way I can automatically create a .bsa file is to use File > Upload Plugin and Archive to Steam. Is this a known issue? Am I doing something wrong? There's always the manual Archive tool, I guess...

  • I've successfully compiled both my new script and the vanilla quest script I modified. However, when I go to Upload Plugin and Archive to Steam (or to Create Archive), the only files I can select are the .pex and .psc files for my new script. The modified quest script does not appear at all (no .pex or .psc). Are updates to default game scripts not archived the same way that new scripts are?

    EDIT: I found a thread http://www.gamesas.com/topic/1344394-question-about-scripts/ which implies that I'll need to use the standalone Archive tool to add the modified quest script to my .bsa file, but even that won't help me because of a bug where Skyrim isn't properly prioritizing load order for modified default scripts contained in a .bsa file. :wallbash:

  • The CK now creates four files for my mod: .esp, .bsa, .bsl, and .ckm. When packaging my mod for the Skyrim Nexus, do I just need the .esp and .bsa files?
Thanks in advance for any help you can provide!
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