TES Skyrim 0.159 beta

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*blah-blah-blah maniac*
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Re: TES Skyrim 0.159 beta

Brighty
BSAopt not work with winxp.

far327
But why then Archive.exe included to Creation Kit? I saw tutorial how to pack files with it, tried to do the same and then unpacked them back with bsa extractor, folders are correctly setup (at first time i did wrong), but source files of scripts transformed to binary mess after compression. Very strange. Anyway i am and the scripter who working on helper, stuck again, damn objects won't draw when running fast about half mile/km. Tried to attach movement functions to all callbacks like OnCellAttach/Detach etc, but nothing. Better to give up even if this cut off many effects.
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Re: TES Skyrim 0.159 beta

Here's how I've been packing my bsa (which I do for all mods).

1, the archive folder structure example: enbreference/Data/...etc. Note the bsa name, folder and esp all named the same.
2, Check boxes, as seen here http://i.imgur.com/JxSVbUJ.jpg
3, Add the new "enbreference" directory, as seen here: http://i.imgur.com/eAKXHvW.jpg
4, Point archive.exe to your directory http://i.imgur.com/kjI0EKS.jpg
5, Once the archive is loaded into Archive.exe, check boxes for appropriate contents. http://i.imgur.com/9tAPTy5.jpg In the case here, you would check the "meshes" and "misc" and "textures".
6, Check all boxes for contents, as seen here http://i.imgur.com/Cv5LY3h.jpg
7, Save archive with same name as Folder and esp...http://i.imgur.com/iMyYGnE.jpg

Hope this helps.
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