Emily Posted August 26, 2013 Posted August 26, 2013 Emily need to learn the basic knowledge about creating BSA & ESM. If anyone know, please let her know. Emily need to create master plugins for the next project after she is done cataloging the data entry.
gregathit Posted August 26, 2013 Posted August 26, 2013 You need to use CS extender to create .esm files. With CS extender you have the option to save a plugin as either an esp or esm. As for creating BSA files, you can do this with OBMM via the utilities, bsa creator.
Emily Posted August 26, 2013 Author Posted August 26, 2013 Emily knows that bsa and esm are insaparable, But how to connect the binary of both esm and bsa if we use two different tool? Will the ESM automaticly detect the BSA created by obmm? Sorry, emily is away from desktop to test them atm. But it always good to killout supesitious while waiting.
gregathit Posted August 26, 2013 Posted August 26, 2013 As far as I am aware you need at least a dummy esp file to link to a bsa file. I don't think you actually can link to esm files. I could be wrong. You "may" be able to do it via editing the oblivion ini file (similar to what oblivion.esm is doing) but most folks use an esp.
perfectioncat Posted August 26, 2013 Posted August 26, 2013 If you appoint it to refer from a BSA file when you appoint a resource with NIF files, a system checks it automatically. I suggest to conversion of esp and esm to use TES4Gecko. If it is necessary to make it as esp file, you convert it into esm file in TES4Gecko. TES4Gecko can convert esm file into esp file. http://cs.elderscrolls.com/index.php?title=Esp_vs._Esm http://cs.elderscrolls.com/index.php?title=Creating_your_Own_BSA_files
Emily Posted August 26, 2013 Author Posted August 26, 2013 Ah! Yes the gecko, now that you mention it! Emily saw the esm creator feature but never used it. Will check it out soon.If an esp can be converted to esm easily like that it already solve lot of problem.
Symon Posted August 26, 2013 Posted August 26, 2013 There are several ways to create and maintain an esm. I use Wrye Bash. Basically I use this workflow:- I have a release esm and a work esp. e.g. ASXCore.esm and ASXCoreesm.esp. When I'm ready to promote the esp to a release esm, I delete the current esm and 'esmify' the esp. Then I rename the esp back to ASXCore.esm. Simple when you get used to it. Beware BSA files! There are several pitfalls. Make sure NOTHING extraneous is included. No thumbs.db files, no hidden files, no invalid files. Many bsa files seem to include a copy of skeleton.nif as a convenience. You can imagine! Bear in mind that parsing a BSA file is slower then loose files. One way to speed up Oblivion is to unpack the Bethesda BSA files.
movomo Posted August 26, 2013 Posted August 26, 2013 Beware BSA files! There are several pitfalls. Make sure NOTHING extraneous is included. No thumbs.db files, no hidden files, no invalid files. Many bsa files seem to include a copy of skeleton.nif as a convenience. You can imagine! Bear in mind that parsing a BSA file is slower then loose files. One way to speed up Oblivion is to unpack the Bethesda BSA files. In that regards, I'd generally want to avoid packing assets into a bsa. Too many modders who use BSA don't care about performance. I've seen thumbs.db, tga or bmp textures many times. No PyFFI, no sanitizing, unnecessarily huge textures. So I check almost every file in the mod before install something, but if the mod uses bsa I have to unpack and repack. badbadbad. Will Emily do the sanitizing?
Symon Posted August 26, 2013 Posted August 26, 2013 I do exactly the same as Movomo, except I don't bother re-packing them. Honestly? I find them more trouble than they are worth.
Myst42 Posted August 26, 2013 Posted August 26, 2013 To make esm file, this is what I do: Create esp file normally using CS tool Save Open Wrye Bash Select esp file Options > Copy to esm Delete esp file To make BSA I know it can be done this way: Use OBMM Utilities > BSA Creator Select folder (must be arranged the same way as a Data folder in Oblivion) Wait Done Profit! I'm not sure about the mechanics of linking, but I do know that naming the BSA file with the same name as the esm, works so you have to have "mod.esm" and "mod.bsa" At least, that worked for me in the past...
Emily Posted August 26, 2013 Author Posted August 26, 2013 In that regards, I'd generally want to avoid packing assets into a bsa. Too many modders who use BSA don't care about performance. I've seen thumbs.db, tga or bmp textures many times. No PyFFI, no sanitizing, unnecessarily huge textures. So I check almost every file in the mod before install something, but if the mod uses bsa I have to unpack and repack. badbadbad. Will Emily do the sanitizing? Well, emily wouldn't know. Haven't made any BSA yet. The respective mod just got pending, there are no reason to make one at the moment. Emily realize it was a very bad move to start another project while having the other one unfinished. Sorry. Still feeling a bit depressed from canceling the beach mod. The bikini cataloging just gone like that, what's the point of making an ESM and BSA filled with 100+ bikini without first making a proper beach.
GMac2021 Posted August 27, 2013 Posted August 27, 2013 Beware BSA files! There are several pitfalls. Make sure NOTHING extraneous is included. No thumbs.db files, no hidden files, no invalid files. Many bsa files seem to include a copy of skeleton.nif as a convenience. You can imagine! Bear in mind that parsing a BSA file is slower then loose files. One way to speed up Oblivion is to unpack the Bethesda BSA files. There is much irony in this paragraph. Intended?
Myst42 Posted August 28, 2013 Posted August 28, 2013 Umm... Now I have a question about this and I don't wanna start another thread... By any chance does anybody know how to edit Oblivion.esm? I know it's not recommended, the and of the world and blah blah blah... But I just want to add some minor features and I want them on main esm, instead of another plugin Thing is, I've previously edited esm files, but there is serious trouble with loading Oblivion.esm... it freezes up on loading Tried CS extender and it still freezes up... with that CS extender option to load Oblivion.esm is possible, but it doesnt matter if it's esp or esm... it freezes Oblivion.esm is the only file I've ever had such situation... anybody knows how? I know what I'm doing in editing, and nothing is gonna break the game, I'm not changing anything, only adding content. But I'm stubborn and maniac and I want it on Oblivion.esm!!! Anybody...???
GMac2021 Posted August 29, 2013 Posted August 29, 2013 Yes. Make an esp to hold your changes and add appropriate BASH tags if applicable. My version of CSE (the older one - 5.1? Not sure...) loads Oblivion.esm just fine. I never tried to change it, though. Even I am not THAT foolish.
Myst42 Posted September 1, 2013 Posted September 1, 2013 It appears even in the higher circles of modding it's impossible to edit Oblivion.esm The darn thing just wont load Some say things can be merged into it with stuff like tes4gecko But it failed me too Don't know if there's a way of doing it. But apparently not. It's impossible to load Oblivion.esm And I say loading Oblivion.esm as ACTIVE FILE CS can only attempt to load esp and esp copies of esm files created by WryeBash. CS Extender can attempt to load esm too. Both failed Loading Oblivio.esm as master file for building plugins is child's play, every mod is built like that Now try it as active file and it's impossible I officially give up
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