Difference between revisions of "Archive.exe"

1,909 bytes added ,  09:00, 25 September 2015
Typo.
imported>David Brasher
imported>Chesko
(Typo.)
 
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Mods that use .bsa files instead of loose files are easy to install.  Gamers will not install them wrong so frequently and complain to the mod maker about the mod not working because of their own mistakes.
Mods that use .bsa files instead of loose files are easy to install.  Gamers will not install them wrong so frequently and complain to the mod maker about the mod not working because of their own mistakes.


But more importantly, mods that use .bsa files are easy to uninstall permanently or temporarily.  Skyrim uses external scripts.  If lots of mods with loose file scripts are used, the game can soon be a big mess and nobody will be able to figure out which mod caused a problem by editing which script.  With a .bsa file, just remove it, and the problem script will cause no more trouble.  No need to go go digging through lists of scripts to delete, move, or reinstall one.
But more importantly, mods that use .bsa files are easy to uninstall permanently or temporarily.  Skyrim uses external scripts.  If lots of mods with loose file scripts are used, the game can soon be a big mess and nobody will be able to figure out which mod caused a problem by editing which script.  With a .bsa file, just remove it, and the problem script will cause no more trouble.  No need to go digging through lists of scripts to delete, move, or reinstall one.


Some gamers like to use different mods when they are playing different characters.  Perhaps a certain gamer would have a bunch of stealth mods to be used only when playing as a thief.  Mods with .bsa files are easy to temporarily remove and then install again when it is time to play a different character.
Some gamers like to use different mods when they are playing different characters.  Perhaps a certain gamer would have a bunch of stealth mods to be used only when playing as a thief.  Mods with .bsa files are easy to temporarily remove and then install again when it is time to play a different character.
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Using .bsa files for .esp dependent mesh and texture replacer mods can also save a lot of headaches when things start to go wrong with how things look in the game.
Using .bsa files for .esp dependent mesh and texture replacer mods can also save a lot of headaches when things start to go wrong with how things look in the game.


So packing mods with a .bsa file instead of with loose files is considered to be following best practices for Skyrim modding.    
So packing mods with a .bsa file instead of with loose files is considered to be following best practices for Skyrim modding.


= Where to Find Archive.exe on the Computer =  
= Where to Find Archive.exe on the Computer =  
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[[Image:Archive.exe15.JPG|200px|thumb|right]]
[[Image:Archive.exe15.JPG|200px|thumb|right]]
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 check marks in all the boxes.


Click on "File."
Click on "File."
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Select "Save As"
Select "Save As"
<br>
<br>




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<br>
<br>
= 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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The modder can calmly ask which version number the gamer is using, and upon receiving the answer, can say, "That problem was fixed in version 1_4, but you are using version 1_2.  All you need to do is download the new version and your problem will go away."
The modder can calmly ask which version number the gamer is using, and upon receiving the answer, can say, "That problem was fixed in version 1_4, but you are using version 1_2.  All you need to do is download the new version and your problem will go away."


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 can also be 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   


Before actually packaging 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 actually packaging 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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*Glarthirs Blacksmithing Tweaks 37
*Glarthirs Blacksmithing Tweaks 37
*Retextured Swamp Mushrooms V3
*Retextured Swamp Mushrooms V3


=Uploading the File=
=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.
There are many different mod hosting websites where you can upload your creation. There can be benefits to uploading your mod to multiple sites (increased visibility, increased availabilty if one of the hosts experienced downtime) as well as drawbacks (more time spent uploading the latest version across multiple sites, more user bases that may need to be monitored for support). Different sites have different rules; be sure to read and understand the terms and conditions of use before uploading to a site. For Skyrim mods, some popular hosting sites are the Skyrim Nexus, the Steam Workshop, TES Alliance, Dark Creations, and Holds of Skyrim.
Be sure to upload at least three screenshots to show off the mod.
 
Have a good mod description uploaded to advertise the mod, what it edits, and how to start playing it. The readme file could be used as the mod long description.
When uploading the file, set it to hidden (if the host allows this) until you have all pieces uploaded and the file is truly open for business. Upload screenshots, if applicable, to show off the mod. Have a good mod description written and ready before you upload, stating what the mod does and how to start using it. (This can often be taken from the readme file.) Upload the readme file in some form or other so that it can be viewed without downloading the entire mod first, if possible.
Upload the readme file in some form or other so that it can be viewed without downloading the entire mod first.
 
It would be good to run the readme file and mod description through a spell checker, because many potential downloaders are turned off by bad spelling.  They react a similar way to a missing file that has not been uploaded yet. (The file is in the process of being uploaded but the modder failed to set the file to hidden.)  Potential downloaders also react badly to mods with no screenshots. ("No pic, no click!") If the mod description is so vague that the potential downloaders can't tell what the mod is supposed to do, it is also quite harmful to the download count.
 
Package the mod properly so that it works on computers besides your own, and advertize and present it well at the download point, and the mod will get lots of downloads.  The gamers will be happy, and will leave positive comments and endorsements.
 
=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:


It would be good to run the readme file and mod description through a spell checker, because many potential downloaders are turned off by bad spelling. They react a similar way to a missing file that has not been uploaded yet. (The file is in the process of being uploaded but the modder failed to set the file to hidden.)  Potential downloaders also react badly to mods with no screenshots. ("No pic, no click!")  If the mod description is so vague that the potential downloaders can't tell what the mod is supposed to do, it is also quite harmful to the download count.
<pre>
Log: Logs\Archives\MyModArchiveLog.txt
New Archive
Set File Group Root: Data\
Add File Group: mymodfiles.txt
Save Archive: Data\MyMod.bsa
</pre>


Package the mod properly so that it works on computers besides your own, and advertize and present it well at the download point, and the mod will get lots of downloads.  The gamers will be happy, and will leave positive comments and endorsements.
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.
Checkboxes can be checked using a script by using the Check: function (see Discussion tab for more details):
<pre>Check: Misc</pre>


=Other Guides on How to Pack Up a .bsa File=
=Other Guides on How to Pack Up a .bsa File=
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