Difference between revisions of "Archive.exe"
Added section on using scripts with Archive.exe
imported>Arthmoor (→How to Make the .bsa Once All the Files Are Gathered: Minor revision - checkmarking the boxes isn't necessary.) |
imported>DreamKing (Added section on using scripts with Archive.exe) |
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Select "Save As" | Select "Save As" | ||
<br> | <br> | ||
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= How to Name the .bsa File = | = How to Name the .bsa File = | ||
[[Image:Archive.exe16.JPG|200px|thumb|right]] | [[Image:Archive.exe16.JPG|200px|thumb|right]] | ||
Name the file with the same name as the mod only with a .bsa file extension. | Name the file with the same name as the mod only with a .bsa file extension. For example: | ||
My Quest Mod.esp (Plug-in) | |||
My Quest Mod.bsa (Archive) | My Quest Mod.bsa (Archive) | ||
When you have finished typing in the name click "Save." | When you have finished typing in the name click "Save." | ||
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*Glarthirs Blacksmithing Tweaks 37 | *Glarthirs Blacksmithing Tweaks 37 | ||
*Retextured Swamp Mushrooms V3 | *Retextured Swamp Mushrooms V3 | ||
=Uploading the File= | =Uploading the File= | ||
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=Scripting Archive.exe= | |||
Archive.exe includes the ability to process simple scripts to build BSAs, useful if you often need to re-archive the same set of files, or a large set with only a few changes. Note that this functionality is still being investigated; make back-ups, proceed with caution, and test extensively before publicly releasing any archives done with this method. | |||
In the same directory as Archive.exe, you'll want a script file with a .txt extension (say "mymodpackerscript.txt") that looks something like this: | |||
<pre> | |||
Log: Logs\Archives\MyModArchiveLog.txt | |||
New Archive | |||
Set File Group Root: Data\ | |||
Add File Group: mymodfiles.txt | |||
Save Archive: Data\MyMod.bsa | |||
</pre> | |||
Then in the same directory, create a file called "mymodfiles.txt" that lists the files you want to include in the BSA: | |||
<pre> | |||
Sound\Voice\MyMod.esp\femalecommander\MyMod_MyModCoreDialo_0000F063_1.fuz | |||
Sound\Voice\MyMod.esp\femalecommander\MyMod_MyModCoreDialo_0000D562_1.fuz | |||
Scripts\MyModCoreDialogueScript.pex | |||
etc. | |||
</pre> | |||
(Make sure both files have Windows-style line endings.) | |||
Then you can either run your script through the GUI, or on the command line enter <code>archive mymodpackerscript.txt</code> | |||
The GUI will pop-up, build the archive, and then close. If MyMod.bsa already existed in the save location, it will be renamed MyMod.bak. | |||
Unknown at this point--and possibly significant--is whether it is possible to script any of the checkbox options in the GUI. | |||