Difference between revisions of "Archive.exe"

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684 bytes added ,  12:12, 22 June 2012
Edits to broaden the applicability of instructions that were specific to a single hosting site.
imported>DreamKing
(Added section on using scripts with Archive.exe)
imported>DreamKing
(Edits to broaden the applicability of instructions that were specific to a single hosting site.)
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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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=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.
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.
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. Be sure to upload screenshots, if applicable, to show off the mod. Have a good mod description written 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.
 
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.  
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.  
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