Maitso Posted December 2, 2017 Posted December 2, 2017 G'day, Â I've got a quite frustrating problem. Google isn't really helping me along either and it frankly baffles my why this happens. I've been trying to modify the SassyTeen mod. However when I try to repackage the BSA this happens: https://i.gyazo.com/5e3ca44b54d2746bf106aec990645911.png The facegeom is happily in it's spot within the mesh folder before loading the directory in the archiver and the same for facetint and the textures folder. Creating this BSA obviously makes the followers go to the default face and I have no idea how to get the directories correct. Any help appreciated.
Andy14 Posted December 2, 2017 Posted December 2, 2017 On the screen it looks like you have not selected anything. Is not that a checkbox?
Maitso Posted December 2, 2017 Author Posted December 2, 2017 They are indeed checkboxes, but I've only added the picture to show the directory structure as this is how it is put into the bsa. Have checked this by unpacking the new bsa.
Veladarius Posted December 2, 2017 Posted December 2, 2017 Two things I can think of: 1 - loose files will override the bsa, make sure they are not around and either move or delete them. 2 - is your bsa file named the same as the esp? If not then it won't be used.
Maitso Posted December 2, 2017 Author Posted December 2, 2017 I'm not sure what you mean with loose files. I've unpacked the bsa, replaced some meshes and now trying to repackage it. Which, for some reason, creates a different structure inside the new BSA. BSA and ESP called the same.
Andy14 Posted December 2, 2017 Posted December 2, 2017 58 minutes ago, Maitso said: They are indeed checkboxes, but I've only added the picture to show the directory structure as this is how it is put into the bsa. Have checked this by unpacking the new bsa. It could have been, it would be the window for packing. ;) Â If you have unpacked the bsa, made changes to meshes and re-created as BSA, unpacking loose files are still available. If the unpacking is not done in a separate folder, but in Data - you have to delete the loose files. Â And all loose files have been removed and only new BSA is available - it can help open the ESP with CK. Creation Engine is very "unforgettable"
Maitso Posted December 2, 2017 Author Posted December 2, 2017 Well, the steps taken. I've unpacked, replaced the meshes as stated. Then put the folders I extracted (plus the changes of course) and put them in the C: root, before readding them the archiver. I'm just not understanding why the facegeom and facetint move out of their respective folders when loading the main folders back in the archiver nor how to put them back in there.
myuhinny Posted December 2, 2017 Posted December 2, 2017 Correct loose files will trump a BSA file always because BSA's load first followed by loose files so loose files will always override BSA files. Anything you extract from a BSA and leave in your skyrim game folder is considered loose files.  Have you tried only extracting the file or files you need? Have you also tried  just dropping the altered files into your game folder then when your BSA loads up the files you altered will load last?
Maitso Posted December 2, 2017 Author Posted December 2, 2017 On the loose files, understand now, but yeah, not what's happening here. As for extracting just those files and/or using those instead. The problem I feel, they are named the same as the vanilla meshes, but loads it's own while in the bsa. So if I'd put them there as loose files, wouldn't it cause a conflict with the vanilla files?
Veladarius Posted December 2, 2017 Posted December 2, 2017 If they are placed in the same folder it would overwrite the existing ones unless at installation you told it not to in which case you would have the vanilla face geometry. Since you are looking to replace those files it shouldn't be an issue unless it was a generic face to start with (used by multiple generic npc's) then it would change all of them as well. The mod you are adjusting likely replaced the vanilla meshes itself anyway so if you made adjustments to the already adjusted meshes there should be no issue.
RW311 Posted December 2, 2017 Posted December 2, 2017 What is the root folder you selected for repacking? I think if you select to far down in the directory you will have that problem. I have not done that in forever so I forget but it seems like it was not much different than any other file compression. Â Anyway, there is no reason to repack those mesh and textures files as they are all in unique directories.
yatol Posted December 2, 2017 Posted December 2, 2017 7 hours ago, Maitso said: I'm not sure what you mean with loose files. I've unpacked the bsa, replaced some meshes and now trying to repackage it. Which, for some reason, creates a different structure inside the new BSA. BSA and ESP called the same. they didn't bother reading your post and they just post for the sake of posting  the thing you use to open that bsa probably can't show meshes\actors\character\character assets\facegeom\x.esp\y.nif, too long, and cut that to facegeom\x.esp\y.nif in the file path load the game, if the npc don't have brown head (head nif not load but generated), it's fine    Â
Maitso Posted December 3, 2017 Author Posted December 3, 2017 @Veladarius So, for my understanding, You're saying don't repackage, just put the folders gotten from the bsa into the data folder? @RW311 All the way down, right in c:\. I read a suggestion somewhere (would have to look up where it was, but seemed irrelevant at this point) that it would prevent problems putting it right there. Guessing I might have misunderstood or misread. :( @yatol Unfortunately the way it showed in the archiver in the picture is how it will be put into the bsa. First time unpacking it shows the folders properly after unpacking, but after repacking and then once again unpacking it shows the directories as in the screenshot.
Andy14 Posted December 3, 2017 Posted December 3, 2017 Look at your screenshot. The paths for facetint and facegeom are incomplete and thus invalid. Â The paths must be completely in relation to the data - so I asked if you unpacked into the data. If you want to create a BSA from a separate directory (not skyrim data), you need to rebuild the directory structure (complete in relation to data) first and place the files in the correct folder then.
Maitso Posted December 3, 2017 Author Posted December 3, 2017 Well, the thing is, when unpacking the directories come out like this: https://i.gyazo.com/30e6896b1df36f688d9630adf25f9645.png The structure as it should be in Data, if I'm not mistaken. It's just that when I try to repackage these same directories back into a BSA when that split of the early screenshot happens.
Maitso Posted December 5, 2017 Author Posted December 5, 2017 So, I ended up trying the bit of placing all folders in the Data folder, instead of trying to put them back in the BSA and it seems to be working \o/ Will have to do some more testing, but bit short on time atm. For now adding the solved tag to the title however.
Andy14 Posted December 5, 2017 Posted December 5, 2017 No idea which tool to pack/unpack you are using have. Maybe this tool just missed the Data folder. Good that it works now. :)
Maitso Posted December 6, 2017 Author Posted December 6, 2017 I used this to unpack: https://www.nexusmods.com/skyrim/mods/4804 and the archiver in the skyrim folder to try and package it up again. It didn't have anything to do with missing or hitting the Data folder though, as I moved the BSA from there, did the unpacking, changing and repackaging on a different location, so I wouldn't mix up files, then tried to replace the BSA. Which, as stated, contained an error when I tried.
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