Difference between revisions of "Archive.exe"

1,264 bytes added ,  12:14, 22 June 2012
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:
    
 
Example:
My Quest Mod.esp   (Plug-in)
 
My Quest Mod.bsa  (Archive)
My Quest Mod.bsa  (Archive)
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|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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*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.




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