Difference between revisions of "Archive.exe"

121 bytes removed ,  00:37, 22 May 2012
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imported>David Brasher
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imported>David Brasher
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Look for the building blocks icon.
Look for the building blocks icon.
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This is what you see after opening Archive.exe.
This is what you see after opening Archive.exe.
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"Recurse Directories" is good for dropping entire folders into the archive rather than having to go clear down to the lowest level and selecting actual files like mesh files rather than being able to select a folder containing mesh files.   
"Recurse Directories" is good for dropping entire folders into the archive rather than having to go clear down to the lowest level and selecting actual files like mesh files rather than being able to select a folder containing mesh files.   
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The boxes should be set like this for most projects.
The boxes should be set like this for most projects.
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*Go into the quests in the mod and compile all scripts.  This will change the date stamp on the .pex files (but not the .psc files.)  Go into scripts placed on objects that the mod attaches scripts to.  resave them.  This will change their date stamp.  In the scripts folder in Windows Explorer, sort the scripts by date.  The scripts that go with the mod will have today's date.  (This won't work as well if more than one mod have been worked on on the packaging and upload day.)  
*Go into the quests in the mod and compile all scripts.  This will change the date stamp on the .pex files (but not the .psc files.)  Go into scripts placed on objects that the mod attaches scripts to.  resave them.  This will change their date stamp.  In the scripts folder in Windows Explorer, sort the scripts by date.  The scripts that go with the mod will have today's date.  (This won't work as well if more than one mod have been worked on on the packaging and upload day.)  
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The compiled script files are now part of the list of things that will be made into a .bsa when the command is given.
The compiled script files are now part of the list of things that will be made into a .bsa when the command is given.
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The worst thing is that they will not be able to troubleshoot it.  It could be that they will figure out a solution to a bad problem.  They will share this information, and a better version of the mod can be uploaded with very little effort on the original author's part.  a wise modder would not want to forgo this valuable information.  A generous modder would not want to give people a mod they could not admire in the CK, learn from, and tweak to their taste.  Open source is a good thing.  Skyrim would not be so fun if it was closed source and no modding possible.  So it is good to share this ability with other modders just as Bethesda shared a moddable Skyrim with the modding community.   
The worst thing is that they will not be able to troubleshoot it.  It could be that they will figure out a solution to a bad problem.  They will share this information, and a better version of the mod can be uploaded with very little effort on the original author's part.  a wise modder would not want to forgo this valuable information.  A generous modder would not want to give people a mod they could not admire in the CK, learn from, and tweak to their taste.  Open source is a good thing.  Skyrim would not be so fun if it was closed source and no modding possible.  So it is good to share this ability with other modders just as Bethesda shared a moddable Skyrim with the modding community.   
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= The Scripts Added to the List =
= The Source Scripts Added to the List =
[[Image:Archive.exe08.JPG|200px|thumb|right]]
[[Image:Archive.exe08.JPG|200px|thumb|right]]
The source script files are now part of the list of things that will be made into a .bsa when the command is given.
The source script files are now part of the list of things that will be made into a .bsa when the command is given.
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[[Image:Archive.exe09.JPG|200px|thumb|right]]
[[Image:Archive.exe09.JPG|200px|thumb|right]]
In this example the meshes are the facegen data created to work around the Dark Face Bug.  Just because a mod has no new swords and armor does not mean that no meshes need to be packaged.  If the mod contains new NPCs or vanilla Skyrim NPCs with edited faces, then facegen data needs to be generated, packaged, and uploaded with the rest of the mod.
In this example the meshes are the facegen data created to work around the Dark Face Bug.  Just because a mod has no new swords and armor does not mean that no meshes need to be packaged.  If the mod contains new NPCs or vanilla Skyrim NPCs with edited faces, then facegen data needs to be generated, packaged, and uploaded with the rest of the mod.


With textures, a whole folder can often be dragged and dropped because "Recurse Directories" is checked.
With textures, a whole folder can often be dragged and dropped because "Recurse Directories" is checked.
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The mesh files are now part of the list of things that will be made into a .bsa when the command is given.
The mesh files are now part of the list of things that will be made into a .bsa when the command is given.
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With textures, a whole folder can often be dragged and dropped because "Recurse Directories" is checked.  
With textures, a whole folder can often be dragged and dropped because "Recurse Directories" is checked.  
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The texture files are now part of the list of things that will be made into a .bsa when the command is given.
The texture files are now part of the list of things that will be made into a .bsa when the command is given.
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Another advantage of .fuz files is that they are tiny.  When building a mod with voiced dialog, it can quickly become too huge for easy uploading and downloading.  Using .fuz file helps greatly with file size.  
Another advantage of .fuz files is that they are tiny.  When building a mod with voiced dialog, it can quickly become too huge for easy uploading and downloading.  Using .fuz file helps greatly with file size.  
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The sound files are now part of the list of things that will be made into a .bsa when the command is given.
The sound files are now part of the list of things that will be made into a .bsa when the command is given.
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Select "Save As"
Select "Save As"
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My Quest Mod.bsa  (Archive)
My Quest Mod.bsa  (Archive)
My Quest Mod.esp  (Plug-in)
My Quest Mod.esp  (Plug-in)
My Quest Mod.bsa  (Master file that contains the dungeon and house interiors and navmeshing so that  
My Quest Mod.bsa  (Master file that contains the dungeon and house interiors and navmeshing so that the mod does not have the Navmesh Bug and the actors can walk around freely)
                    the mod does not have the Navmesh Bug and the actors can walk around freely)


When you have finished typing in the name click "Save."
When you have finished typing in the name click "Save."
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Copy or else cut and paste the .bsa file into the folders that are being prepared for the upload.   
Copy or else cut and paste the .bsa file into the folders that are being prepared for the upload.   




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= Placing the .bsa in the Folder With the Other Files for Upload =   
= Placing the .bsa in the Folder With the Other Files for Upload =   
[[Image:Archive.exe18.JPG|200px|thumb|right]]
[[Image:Archive.exe18.JPG|200px|thumb|right]]
[[Image:Archive.exe19.JPG|200px|thumb|right]]
[[Image:Archive.exe20.JPG|200px|thumb|right]]
To figure out how to package a mod, it might be handy to look at one that has been downloaded and played.  One that is known to be packaged right because it works properly.  Here is how the sample mod, "My Quest Mod" is packaged.  It is shown in three views from top to bottom.  The folder that will be compressed with 7-Zip is the one named "My Quest Mod 1_0"  Note that this is where the version number is placed along with in the file description in the .esp and in the readme. It is very important to give mods version numbers.  There is always one more bug somewhere.  It is only a matter of time until it is found.  Conscientious modders will fix these bugs and release new versions.
To figure out how to package a mod, it might be handy to look at one that has been downloaded and played.  One that is known to be packaged right because it works properly.  Here is how the sample mod, "My Quest Mod" is packaged.  It is shown in three views from top to bottom.  The folder that will be compressed with 7-Zip is the one named "My Quest Mod 1_0"  Note that this is where the version number is placed along with in the file description in the .esp and in the readme. It is very important to give mods version numbers.  There is always one more bug somewhere.  It is only a matter of time until it is found.  Conscientious modders will fix these bugs and release new versions.


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It is also helpful to have version numbers or other identifiers on mods if there are different current versions with different features tailored to the tastes of different kinds of players.  It can also prevent mistakes where modders grab the wrong version of the mod and start expanding or tweaking it, only to discover the work has been wasted on an obsolete version rather than the current version of the mod   
It is also helpful to have version numbers or other identifiers on mods if there are different current versions with different features tailored to the tastes of different kinds of players.  It can also prevent mistakes where modders grab the wrong version of the mod and start expanding or tweaking it, only to discover the work has been wasted on an obsolete version rather than the current version of the mod   


[[Image:Archive.exe19.JPG|200px|thumb|right]]
[[Image:Archive.exe20.JPG|200px|thumb|right]]
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Before you actually package the mod, The .bsa should be installed and tested.  Disable or remove all the scripts, meshes, textures, and sounds that were packed into the .bsa.  Don't delete them yet, just move them or rename them so that the game cannot find them and has to refer to the .bsa instead of the looses files.  See if the dialog works.  See if the scripts work, see if the meshes and textures work.  (This could be done while testing the voiced dialog, just see if the NPCs have the Dark Face Bug or not.)
Before you actually package the mod, The .bsa should be installed and tested.  Disable or remove all the scripts, meshes, textures, and sounds that were packed into the .bsa.  Don't delete them yet, just move them or rename them so that the game cannot find them and has to refer to the .bsa instead of the looses files.  See if the dialog works.  See if the scripts work, see if the meshes and textures work.  (This could be done while testing the voiced dialog, just see if the NPCs have the Dark Face Bug or not.)


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*Retextured Swamp Mushrooms V3
*Retextured Swamp Mushrooms V3


=Uploading the File=
When uploading the file, set it to hidden until you have all pieces uploaded and the file is truly open for business.
When uploading the file, set it to hidden until you have all pieces uploaded and the file is truly open for business.
Be sure to upload at least three screenshots to show off the mod.
Be sure to upload at least three screenshots to show off the mod.
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=Other Guides on How to Pack Up a .bsa File=
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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=Other guides on how to pack up a .bsa file=


http://creationkitadventures.wordpress.com/2012/02/25/how-to-package-a-bsa-archive-for-skyrim/
http://creationkitadventures.wordpress.com/2012/02/25/how-to-package-a-bsa-archive-for-skyrim/


[[File Menu#Create Archive|Create Archive]]
[[File Menu#Create Archive|Create Archive]]