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→Create Archive: Capitalization error. Clarified meaning of two sentences.
imported>David Brasher (→Create Archive: Grammar, unclear meaning of sentence. Removes capitalization of file extensions. More data on auto-archive feature.) |
imported>David Brasher m (→Create Archive: Capitalization error. Clarified meaning of two sentences.) |
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After you are sure you have manually gathered up all the files your mod needs in order to work right on a computer besides your own, you can package the file. Click the "Pack Files" button to create an archive. Unless you're in the process of creating a complete bundle to upload to Steam, you will be prompted for the name of your new .bsa. | After you are sure you have manually gathered up all the files your mod needs in order to work right on a computer besides your own, you can package the file. Click the "Pack Files" button to create an archive. Unless you're in the process of creating a complete bundle to upload to Steam, you will be prompted for the name of your new .bsa. | ||
NOTE: ON some systems, the "create Archive" option won't work, and you must use an alternative method. Creation Kit comes with another utility program for such instances. If you | NOTE: ON some systems, the "create Archive" option won't work, and you must use an alternative method. Creation Kit comes with another utility program for such instances. If you navigate to C:\Program Files (x86)\Steam\steamapps\common\skyrim for Windows 7 systems, you'll find an executable called Archive.exe. This executable resolves the issue for people who cannot drag and drop the files from the CK directly, but we've got to prepare some things first. | ||
Create a folder someone easy to get to. I used my desktop. I created a folder named with the mod I'm working on. Then inside that folder, create a "data" folder. Inside this data folder we must imitate the structure the CK expects from within the skyrim data folder - data\sound\voice for voice overs, data\scripts for scripts, etc. use the structure of the skyrim data folder. If you want to add scripts to the .bsa, you can choose to add the compiled only or both the source files and the compiled .pex files. If you add the source, then put those in your new folder, then the data/scripts/source folder. Avoid using the Skyrim data folder for doing this because it will add in all files within that data folder into | Create a folder someone easy to get to. I used my desktop. I created a folder named with the mod I'm working on. Then inside that folder, create a "data" folder. Inside this data folder we must imitate the structure the CK expects from within the skyrim data folder - data\sound\voice for voice overs, data\scripts for scripts, etc. use the structure of the skyrim data folder. If you want to add scripts to the .bsa, you can choose to add the compiled scripts only or both the source files and the compiled .pex files. If you add the source files, then put those in your new folder, then the data/scripts/source folder. Avoid using the Skyrim data folder for doing this because it will add in all files within that data folder into your .bsa. | ||
After opening the archive.exe file, you'll see towards the top of the application a menu selection | After opening the archive.exe file, you'll see towards the top of the application a menu selection labeled Edit. Select that, then select from the sub selections the option to "add Directory." navigate to the new data folder you created, then click 'ok' when you have that data folder highlighted. If you want to include your scripts, put a check box next to Misc. To add in voice overs, check voice. You do not include your .esp and/or .esm file in the .bsa. | ||
Once you have all the items you want to include in the .bsa, go to file, save as, then name your bsa the same name as your .esp file. save it in a directory outside of the skyrim data folder, preferably with the data folder you made, but not inside the data folder. Copy the original .bsa from the CK to somewhere safe, then copy the new one you created into the skyrim data folder. Before uploading this to Steam, play-test it in the game. If it works, upload it! (And it should) I want to thank Vonwarr from http://creationkitadventures.wordpress.com/2012/02/25/how-to-package-a-bsa-archive-for-skyrim/ for making his guide for accomplishing this because I couldn't get my voice over files into the .bsa for the players. Thank you! | Once you have all the items you want to include in the .bsa, go to file, save as, then name your bsa the same name as your .esp file. save it in a directory outside of the skyrim data folder, preferably with the data folder you made, but not inside the data folder. Copy the original .bsa from the CK to somewhere safe, then copy the new one you created into the skyrim data folder. Before uploading this to Steam, play-test it in the game. If it works, upload it! (And it should) I want to thank Vonwarr from http://creationkitadventures.wordpress.com/2012/02/25/how-to-package-a-bsa-archive-for-skyrim/ for making his guide for accomplishing this because I couldn't get my voice over files into the .bsa for the players. Thank you! | ||