I've watched more of your videos in the past and yes thanks DarkFox for your time teaching people the creation kit. It's you and those like you that help modding spread and stay alive.
@martinolivera35802 жыл бұрын
Excelent info, the way you have to explain things is very very clear and the edition of the video is awesome.
@adrianboyddodd8007 Жыл бұрын
Even for gamers who don't want mod, like me who just want to make small adjustments to something that is otherwise an annoyance. Videos like this are invaluable. I used it to take some textures from a circlet mod to go with my Black Aeterna armor for Enderal. Just for personal use of course so as not to violate the rights of the original modders.
@ZyliceLiddell9 жыл бұрын
Thanks for doing a tutorial on how to pack mods. I've been having trouble finding all of the used files for a particular mod that I'm working on. Thanks! :)
@-TheDogOfWar4 жыл бұрын
Just what I was looking for, very informative video as usual... Thanks again, fox! p.s, that recycle bin does kinda look like a Milk Glass hahaha
@ZyliceLiddell9 жыл бұрын
The Creation Kit said it failed to pack the archive as well. It also deleted the esp (which I backed up luckily.)
@ratchetthelastlombax36394 жыл бұрын
Finally a relief to this ridiculous error with CreationKit your manually compression method worked
@AmoGlobine29 күн бұрын
amazing, finally found a way to merge the bsa for my mod, and add content with ease thanks
@Rekshva6 жыл бұрын
what if the mod is packed in a esp file instead of a bsa is there a way to unpack it and access the files individualy to use its assets and codes. the thing is I wana write my own codes inside of an already existing mod and shape my own mod from inside of a base product because I have alwais moded this way and it just seems absurd to me that you cant just unpack mods and play with their files without using a creation kit. most of the games iv moded have a simple bat file that uses the game engine/built in unpacker to unpack files and let you mod manualy. I never moded skyrim but I am pretty sure I can just edit files and learn for myself what code language it uses and copy past my way to a mod by reading codes but the comunity seems so oblivious to my methode like it doesnt even exist. wtf help me.
@guistassi3 жыл бұрын
: I discovered that the "Compress Archive" option should not be used when packing any kind of sound, voice or music. Had several problems back with a mod I was doing.
@SproutsHumanDisguise4 жыл бұрын
This doesn’t work for me at all. I can’t even make an archive. It won’t pull up any files up what so ever. I’m trying to get rid of the fruity pebbles on my npcs face on Xbox and I was hoping this video would give me an answer but it didn’t work.
@SquekretGenius4204 ай бұрын
When using the official tool, what does it mean when the program stops responding. I am trying to pack a very large mod with compression enabled.
@faerystrangeme5 жыл бұрын
I have a number of mods installed in SSE, but when I click the File -> Data, they are not showing up. I think the video author skipped a step, because at 1:19 he's got a million plugins listed, but I only have the DLC listed?
@erikjohansson402110 ай бұрын
Hi I've been trying to add a mod to bethesda (my own mod) but when doing so the textrues are not showing up. So what could I be doing wrong? FYI I'm playing on xbox.
@blazexiytb3 жыл бұрын
when i want to archive my mod its jsut empty and it wants me to improt a list wtf?
@cronosmikmartinez20346 жыл бұрын
i dont have the archive exe, please. help
@ArchanioZ4 жыл бұрын
For all who wants to make mods for Skyrim or translations. Skyrim bsa and Skyrim SE bsa have differents bsa structure. That means if you want to unpack bsa files for Skyrim se you can't do that by BSA opt because this program is no longer support end if you will try unpack bsa for se program show you error. The best program to unpack for me is Bethesda Archive Extractor. Here you have link: www.nexusmods.com/skyrimspecialedition/mods/974
@Gokual6 жыл бұрын
Darkfox is the best guy for création kit
@hallythejester12344 жыл бұрын
So...Whenever I try to use the BSAOpt it says file has unsupported version, and I didn't see the archive program in my folder either and I know I was in the right spot because I could see the creation kit program. Any ideas?
@vulkanofnocturne3 жыл бұрын
Same problem, did you find a solution?
@mirkochiesa80524 жыл бұрын
I create a new world space with file LOD Textures and Meshes. When i try upload my plugin for PS4 i can't do it because there are external file (i suppose Textures and meshes for world lod. Do you have any solutions, please?
@Oneiromaniac2 жыл бұрын
I can't get Archive.exe to save as a .bsa Any idea's?
@Knightmage_elf Жыл бұрын
If I edit another mod, I don't worry about the .bsa or .bsl ? Because i'm directly editing the .esp?
@CesarACastillo3 жыл бұрын
will this work for broken mods? Wrye Bash is telling me Immersive Horses wasn't packed correctly and needs to be repacked
@gley75273 жыл бұрын
Sadly, those methods only work with Skyrim and the like. I'd like if someone could help me with opening bsa in general.
@Zephraxe7 жыл бұрын
So I dunno what I'm doing wrong but I'm getting to the part where you pack the mod into a bsa but it's not creating one anywhere on my computer. And when I go to archive the files, it's not showing that there's anything to pack at all and I'm not sure why. It's a very small mod right now and I'm just trying to retexture a crossbow so this roadblock is very obnoxious.
@ez09506 жыл бұрын
Same issue here.... very frustrating and no one seems to ever respond to help lol.
@clydecash56595 жыл бұрын
You didn't explain how you're getting the folder structure. 6:52 you literally just skipped over how you generated those select folders.
@claudep80144 жыл бұрын
The files needs to be in your Data folder Late answer but can be useful for others
@JoshuaLatos3 жыл бұрын
if you're using vanilla assets, they already exist in the Data folder. If you're using your own assets, like new meshes or textures, then they live wherever you put them (also in the Data folder somewhere). If you're using assets from a modders resource, then it lives wherever your mod manager installed it to (also in the Data folder somewhere). What he's doing is making a new Data folder elsewhere to copy the files into. This way it has the same folder structure, even though it lives in a different place. Once zipped, it will still be in a folder called Data/meshes/etc
@N4TM4c16 күн бұрын
I used this for to create a .bsa for New Vegas using BSAOpt. There's some meshes, textures and sound files. It turned my 209mb files into 18kb!.. as you may have guessed, nothing loads in game!! Any ideas out there?
@N4TM4c16 күн бұрын
I used FOMM in the end, worked first time
@Mohashm8 жыл бұрын
I have an old mod that I want to convert it to make it compatible with SSE (it's just an armor mod so it should be easy) there is a .bsa file in the mod and I want to unpack it and then repack it with the new CK (which then makes it compatible with the new skyrim) how do I do that?
@CesarACastillo3 жыл бұрын
kzbin.info/www/bejne/n4DQfnyobtOaitU same guy explains converting sle mods to sse
@js100serch8 жыл бұрын
7:27 YOU HAVE to call it Data. If you don't name it like that, your mod won't work. Because the game looks for the "Data folder/textures/etc" route to load stuff in the game. So call it data and pack it.
@alphacrusaders65355 жыл бұрын
I’m so darn frustrated. I’m told that I have to pack or unpack or both so I can play the mod Become Jarl of Ivarstead on Skyrim Special Edition. I follow this tutorial and whenever I activate the mod on Vortex, SSE doesn’t even boot up. I have to leave the mod disabled even after packing or unpacking the mod. Help would be greatly appreciated
@draconisdragonheart42488 жыл бұрын
Excellent video! Thanks
@SZMarcos2 жыл бұрын
You're saying that the BSA must be named like the esp, and that seems to be the case with bsa containing scripts. But many mods have an additional bsa called like the esp but with " - Textures" added at the end of the name. So what gives, how is that different and why would it work (and it does)?
@ichigo84804 жыл бұрын
It's possible to have a Creating Main Menu replacer tutorial with Creation Kit please ?
@crazygamer-ur1lk7 жыл бұрын
The archive.exe brakes when I try to Save As, did I do something wrong?
@Doc51e34 жыл бұрын
Intro music?
@MrInternetMan8 жыл бұрын
Putting my fuz voice files in the BSA causes the game to not recognize them. Any fix for this? The directory order is correct.
@mrliberty1776ma9 жыл бұрын
REALLY Wish someone wold make a Tutorial from Start to Finish all the way from creating NIF files/Static objects/Custom Meshes to Finalizing with a .esp and .bsa files and then seeing them working in skyrim!!
@Darkfox1279 жыл бұрын
+V4VOLUNTARYISM I don't like to do a tutorial covering so many different topics which bounce between a few different programs. If you actually want to drop me a message on my contact form requesting something like that explaining exactly what you're looking for, I might be willing to do something advanced like that if I can find the time. For me at least, I'm very picky with the quality of my videos and like to make sure everything is almost perfect and I don't make too many cuts during a tutorial. It's easier to split this stuff up, rather than having an hour long video many might just get some of the way through and close because it seems too like much. 8)
@mrliberty1776ma9 жыл бұрын
Darkfox127 well technically it is only 3 different programs #1. Blender 3d or Autodesk 3ds #2. Nifskope #3. Skyrim Creation Kit
@mrliberty1776ma9 жыл бұрын
Darkfox127 also was wondering why can I Not ask on here? what is the difference if I ask you here or on your " Contact Form " ?
@Darkfox1279 жыл бұрын
+V4VOLUNTARYISM I wouldn't be able to show creating your own meshes from scratch and packing into a BSA would require BSAopt. Making meshes would certainly make the video long, so making that into a short playlist of a few videos would make more sense.
@mrliberty1776ma9 жыл бұрын
Darkfox127 what about just making a simple single Pyramid shape or Block as example for exterior mesh with collision?
@MilitaryDog.5 жыл бұрын
Where is the creation kit???
@Bolisaris9996 жыл бұрын
I do not know if you are still answering to these tutorials but.... I have come across a problem when using the first method of creating a BSA archive in this tutorial, when I use this method to create the BSA for my mod I get the following screens...... Save Main Archive As - It then asks you to input the name for the main archive this I do naming it exactly the same as the ESP file as mentioned in your video. But then I get another option screen asking to... Save Textures Archive As - it then promps you to put in a name for this so I named it the same as the ESP file again, and it goes through the process then stops with an error.... File Move Error - DEST: Warriors_Rest.BSA Can you shed some light on this please.
@smcfadden19925 жыл бұрын
I get a blank screen, it doesnt load or freeze
@TheSoulbringer12 жыл бұрын
Hey Fox. I hope you are still around and active. it's been quite a while. I want to make my NMC files into an esp and a bsa. I know this BSA method. BUT I forget how to Package up the mod and create an .esp for it. can you please help?
@onion72777 жыл бұрын
Plz help my .ESP deleted and I didnt back it up!
@pingu_pox8 жыл бұрын
I've had to wait hours for the in-CK archive. I typically just start it and let it run overnight, and mess with the bsa in the morning.
@christiangrassivaro46058 жыл бұрын
hi soryy pls can give me the name of the music play in this video thanks
@HerculesCommand9 жыл бұрын
When you pack a bsa with bsaopt, will it include scripts automatically? sorry if I missed this point..
@Darkfox1279 жыл бұрын
+Morgan Blank It should pack everything up that's relevant in that folder, including scripts. As long as everything is selected in the BSAopt top window which by default it usually is.
@HerculesCommand9 жыл бұрын
Darkfox127 Ok cool. I'll do a little experimenting to make sure I get the hang of it.
@champisthebunny60037 жыл бұрын
Archive.exe only seems to work when it feels like. Sometimes It will read the created BSA. There is ZERO documentation to TS the archive.exe tool. Simple to use, hard to understand why is consistently fails to produce readable BSAs.
@sirjared219 жыл бұрын
In the STEP wiki it states bsa opt is essentially unreliable in creating functional bsa's. Have you found this to be the case or does what they wrote only apply to repacking the vanilla bsa's?
@Darkfox1279 жыл бұрын
+sirjared21 Not had issues myself
@VinderHD6 жыл бұрын
Thanks helped a lot! xD
@gentleman420697 жыл бұрын
good video m8
@urbonx3 жыл бұрын
Thanks a lot!!
@Louyark2 жыл бұрын
thank you thank you thank you!
@araeshkigal6 жыл бұрын
To pick a nit, the creation kit is notorious for missing files that you need.
@77Fmydog3 жыл бұрын
Hey so this guide needs to be updated becuase mnikjom's creation kit custom file no longer is on nexus. he hid the mod becuase nexus changed its terms of server starting at end of month no longer can you hide or delete files anymore as a creator. nexus reasoning is becuase there feature for mods that depend on other mods sometimes cause millions to no longer be able to load save file becuase one creator took a dependence down.
@allhailthelegs3 жыл бұрын
Cheers B
@brothermaleuspraetor95058 жыл бұрын
"Fart.wav" LOL!
@krebs3699 жыл бұрын
tanks
@Darkfox1279 жыл бұрын
+Luiz Paulo de Souza Lopes Got to love tanks. 8-p
@FabiTheSnake4 жыл бұрын
In retrospective, seeing what the actual developers had to work with to make all These games, and make Fallout 76, It is understandable why it is such a mess.
@jenshep17204 жыл бұрын
Nice job. Was looking for how to unpack bsaswith the creation kit, and you used a program that isnt the creation kit. dope tutorial. clickbait.
@robert999028 жыл бұрын
Are you brummy? Had to ask Haha.
@cleanclouds3 жыл бұрын
This is a goddamn mess
@urbonx3 жыл бұрын
Just use archive is on tool folder from creation kit on SSE. Make a carpet called "data", put your stuff right there and start doing this: 7:49. Pretty simple. Don't put your esp on the folder created, just your resource folders from your mod.