Difference between revisions of "Archive.exe"

55 bytes added ,  00:57, 22 May 2012
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Links
imported>David Brasher
m (Typos, link, category, sentence clarification.)
imported>David Brasher
m (Links)
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To figure out what scripts are needed, there are a couple of tricks that can be helpful:
To figure out what scripts are needed, there are a couple of tricks that can be helpful:
*Open the CK archive function to see what scripts and source scripts it can find.  Beware!  The CK can't see all the scripts that are needed and won't list them all.  Vanilla Skyrim scripts that are edited by a mod seem to be its big blind spot.
*Open the CK archive function to see what scripts and source scripts it can find.  Beware!  The CK can't see all the scripts that are needed and won't list them all.  Vanilla Skyrim scripts that are edited by a mod seem to be its big blind spot.
*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.  re-save 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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= How to Add Meshes to the .bsa =
= How to Add Meshes to the .bsa =
[[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|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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= How to Add Textures to the .bsa =
= How to Add Textures to the .bsa =
[[Image:Archive.exe11.JPG|200px|thumb|right]]
[[Image:Archive.exe11.JPG|200px|thumb|right]]
In this example the textures are the facegen data created to work around the Dark Face Bug.  Just because a mod has no new clothing or recolored creatures does not mean that no textures 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 textures are the facegen data created to work around the [[Dark Face Bug|Dark Face Bug]].  Just because a mod has no new clothing or recolored creatures does not mean that no textures 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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When it is decided that everything has been gathered up and nothing has been left out, it is time to turn the files on the list into a .bsa.
When it is decided that everything has been gathered up and nothing has been left out, it is time to turn the files on the list into a .bsa.


Put checkmarks in all the boxes.
Put check marks in all the boxes.


Click on "File."
Click on "File."
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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 the mod does not have the Navmesh Bug and the actors can walk around freely)
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|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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*The File
*The File
*BSA Version
*BSA Version
*Fine Version
*Final Version
*HK36557
*HK36557
*My Mod
*My Mod