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== '''Create Archive''' == The Creation Kit includes a rudimentary tool for gathering raw data files (textures, meshes, scripts, sounds, etc.) and bundling them into an archive. When this option is selected from the main menu, the Archive Browser dialog will appear. If there are any data files that are not currently in an existing archive but are used by objects you've changed in your plugin, they might appear in the list. Other files can be added to the list (for example, files that you've changed but that have the same name as those in an archive.) You should not expect that all of the external files that your mod needs in order to function right will be automatically gathered. The system is known to miss lots of sounds, meshes, and textures, and a fair number of scripts when gathering up files to package. Read the list of gathered files closely and think about what your mod does. Think about what the list should actually look like compared to what it does look like. Make a plan for how to fix the file list. You can both add files and remove them. The following files are known to be missed by the CK when packaging an archive. This is not necessarily a complete listing. Keep this in mind. '''meshes\Actors\Character\FaceGenData\FaceGeom\<mod filename>'''<br /> '''textures\Actors\Character\FaceGenData\FaceTint\<mod filename>'''<br /> '''Sound\Voice\<mod filename>'''<br /> '''Compiled vanilla scripts that have been altered in the mod.'''<br /> '''Compiled scripts attached to quest aliases, whether they're vanilla or not.''' (This has since been corrected with Creation Kit 1.6.89)<br /> In order to add files, you need to go to the very ends of the branches in your directory tree in your Skyrim\Data folder and select those files to drag and drop onto the window. For example, you may drag and drop a sound file named AAMyQuest_AAMyTopic_00001D95_1.wav into the archive window but you may not drag and drop the "FemaleSultry" folder which contains it. The correct and complete path will be automatically entered. (Example: Sound\Voice\MyMod.esp\FemaleSultry\AAMyQuest_AAMyTopic_00001D95_1.wav.) So you may need to visit the insides of lots of different folders to get the job done. To remove files from the window, you highlight them and tap the "Delete" key on your keyboard. After you are sure you have manually gathered up all the files your mod needs in order to work right on a computer besides your own, you can package the file. Click the "Pack Files" button to create an archive. Unless you're in the process of creating a complete bundle to upload to Steam, you will be prompted for the name of your new .bsa. NOTE: ON some systems, the "create Archive" option won't work, and you must use an alternative method. Creation Kit comes with another utility program for such instances. If you navigate to C:\Program Files (x86)\Steam\steamapps\common\skyrim for Windows 7 systems, you'll find an executable called [[Archive.exe|Archive.exe]]. This executable resolves the issue for people who cannot drag and drop the files from the CK directly, but we've got to prepare some things first. Create a folder somewhere easy to get to. I used my desktop. I created a folder named with the mod I'm working on. Then inside that folder, create a "data" folder. Inside this data folder we must imitate the structure the CK expects from within the skyrim data folder - data\sound\voice for voice overs, data\scripts for scripts, etc. Use the structure of the skyrim data folder. If you want to add scripts to the .bsa, you can choose to add the compiled scripts only or both the source files and the compiled .pex files. If you add the source files, then put those in your new folder, then in the data/scripts/source folder. Avoid using the Skyrim data folder for doing this because it will add in all files within that data folder into your .bsa. After starting up [[Archive.exe|Archive.exe]], you'll see towards the top of the application a menu selection labeled "Edit." Select that, then select from the sub selections the option to "add Directory." navigate to the new data folder you created, then click 'ok' when you have that data folder highlighted. If you want to include your scripts, put a check box next to "Misc." To add in voice overs, put a check by voice. You do not include your .esp and/or .esm file in the .bsa. Once you have all the items you want to include in the .bsa, go to file, "save as," and name your bsa the same name as your .esp file. Save it in a directory outside of the skyrim data folder, preferably with the data folder you made, but not inside the data folder. Copy the original .bsa from the CK to somewhere safe, then copy the new one you created into the skyrim data folder. Before uploading this to Steam, play-test it in the game. If it works, upload it! (And it should work.) I want to thank Vonwarr from http://creationkitadventures.wordpress.com/2012/02/25/how-to-package-a-bsa-archive-for-skyrim/ for making his guide for accomplishing this, because I couldn't get my voice over files into the .bsa for the players. Thank you! {{WarningBox|Opening a bsa created by the internal Archive Browser with [[Archive.exe|Archive.exe]] and attempting to save will crash [[Archive.exe|Archive.exe]]. Thus it is recommended to use either one or the other.}}
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