this guide (https://geckwiki.com/index.php?title=Packing_Assets_in_BSA_Tutorial) says to name the bsa after the esp/esm of the mod whose assets you're packing, or to name the bsa after the last esp/esm in your load order. what do i do if the mod i'm trying to pack is larger than 2gb, thus requiring me to split it up and create multiple bsa's that according to this guide would have to have the same name?
i'm trying to pack nmc medium for nv, in case you wanted to know. (it does not have an esp or esm.)
First, your question has nothing to do with BSArch. Second, seems you haven't read the guide till the end where it clearly states:
You can hook multiple BSAs to a single ESP or ESM by renaming the end of the BSA filename anything you want separated by a space (for example "NVMIM 2" is correct and "NVMIM2" is wrong), but the beginning must match the name of a ESP or ESM you are hooking to."
For New Vegas, something is wrong with the auto-detect flags when creating a BSA archive. But setting the flags manually made the game load the textures from the .bsa archive properly. With auto-detect, the mod's textures were not loaded and just showed the vanilla ones.
My steps were:
1. Download this texture pack: https://www.nexusmods.com/newvegas/mods/73732? 2. Extract and separate the textures into separate folders, to stay under the .bsa archive file size limit 3. Put each folder's textures into their own .bsa archive with auto-detect flags, for New Vegas 4. Put the Meshes folder into it's own archive with auto-detect flags, for New Vegas 5. Resultant texture archives: LegacyReborn - Main.bsa, LegacyReborn - Misc.bsa, LegacyReborn - Sounds.bsa, LegacyReborn - Textures.bsa, & LegacyReborn.bsa 6. Resultant mesh archive: LegacyReborn - Meshes.bsa 7. Create empty text files with the .override extension for each of the .bsa archives (the JIP NVSE plugin uses this to override files from earlier loaded archives with the later loaded archives)
The game just would not load them. Then after setting the flags manually when creating the archives, the game loads them fine.
Textures only bsa flags: Include Directory Names Include File names Embed File names DDS
Meshes only bsa flags: Include Directory Names Include File Names Meshes
Maybe something is off with auto-detect flags and the individual files' flags inside the bsa archives?
Autodetected flags for me when I pack a texture: Include Directory Names Include File names Embed File names Textures
Vanilla texture archives have exactly the same, the only difference is that they are compressed which doesn't matter. There are no per file flags apart from "Compressed".
.override file is created automatically by BSArchPro if you choose Yes in the prompt at the end of packing process.
Yep, it was very strange. Another user on the TTW Discord experienced the same. The auto-detect flags are correct, but using it instead of manually setting them makes New Vegas not load the archives.
If you'd like I can upload the archives for you, though it will take a while because that's >10GB to upload
No idea what am I supposed to do with your archives. If you can unpack them and unpacked files are fine then there is nothing to check, the issue is something else, most likely not even BSA related. A lot of other mods have been using bsarch for years including ones with hundeds of thosands downloads like TTW and Frontier, any possible issues would have been discovered long time ago.
Just in case try the latest builds from xEdit discord, Nexus ones are a bit outdated.
That's why it's so weird, I've used bsarch before and it worked fine for the other games, even Oblivion (after you fixed that texture handling weirdness a few years ago).
I opened the BSA archives in HxD, and there is only one byte difference! The texture .bsa archives created with auto detect has byte 0x0000000C set to 03 while the one with manual flags is set to 1B. So the auto-detect didn't set the flags properly in the header, despite showing the proper flags in the UI.
It also happens with the latest version I downloaded from the xEdit discord.
I pack a single dds texture for a test, uncompressed. It always creates identical archives with custom flags (the ones I listed above) or with flags autodetection, no difference. And these flags match the ones on vanilla FO3 and FNV texture archives.
That is strange. I wonder what is causing this on my side, and the 1 other user I saw that had this problem. Thanks for double checking, it's very weird. Is there some sort of logging that can be enabled?
No logging because there is nothing to log really. Flags and hashes can be viewed from right click -> Archive Info menu, and the rest of BSA is just packed files data.
Several of the Classic* (Behemoth, Ghouls) crash it on bgsm extraction. It happens enough that I don't think it's something wrong with the tool itself but something they did to the archives.
Omg you beautiful sexy creature. For some reason, friggin Archive2 doesn't just works. I've done this a trillion times, when compression audio, you select "none" for compression, and "general" settings. It was only playing the intro theme, but nothing else. I was pulling my hair out until I found this tool. Oddly enough, it packs my archive into an even smaller file size than Archive2 (another weird thing it's doing now).
It's a clean install, pre-ng, etc. etc. I'm having some other weird issues.. like the Mossberg 500 not showing the craftable ammo types.. FO4 is borkening in new, weird ways for me lately. This was one of them. I can't thank you enough for providing a tool that actually just works. God Howard has granted you 16x the blessings.
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i'm trying to pack nmc medium for nv, in case you wanted to know. (it does not have an esp or esm.)
Second, seems you haven't read the guide till the end where it clearly states:
You can hook multiple BSAs to a single ESP or ESM by renaming the end of the BSA filename anything you want separated by a space (for example "NVMIM 2" is correct and "NVMIM2" is wrong), but the beginning must match the name of a ESP or ESM you are hooking to."
A bit concerning...
By the way what does AI Malware actually mean?
My steps were:
1. Download this texture pack: https://www.nexusmods.com/newvegas/mods/73732?
2. Extract and separate the textures into separate folders, to stay under the .bsa archive file size limit
3. Put each folder's textures into their own .bsa archive with auto-detect flags, for New Vegas
4. Put the Meshes folder into it's own archive with auto-detect flags, for New Vegas
5. Resultant texture archives: LegacyReborn - Main.bsa, LegacyReborn - Misc.bsa, LegacyReborn - Sounds.bsa, LegacyReborn - Textures.bsa, & LegacyReborn.bsa
6. Resultant mesh archive: LegacyReborn - Meshes.bsa
7. Create empty text files with the .override extension for each of the .bsa archives (the JIP NVSE plugin uses this to override files from earlier loaded archives with the later loaded archives)
The game just would not load them. Then after setting the flags manually when creating the archives, the game loads them fine.
Textures only bsa flags:
Include Directory Names
Include File names
Embed File names
DDS
Meshes only bsa flags:
Include Directory Names
Include File Names
Meshes
Maybe something is off with auto-detect flags and the individual files' flags inside the bsa archives?
Include Directory Names
Include File names
Embed File names
Textures
Vanilla texture archives have exactly the same, the only difference is that they are compressed which doesn't matter. There are no per file flags apart from "Compressed".
.override file is created automatically by BSArchPro if you choose Yes in the prompt at the end of packing process.
If you'd like I can upload the archives for you, though it will take a while because that's >10GB to upload
A lot of other mods have been using bsarch for years including ones with hundeds of thosands downloads like TTW and Frontier, any possible issues would have been discovered long time ago.
Just in case try the latest builds from xEdit discord, Nexus ones are a bit outdated.
I opened the BSA archives in HxD, and there is only one byte difference! The texture .bsa archives created with auto detect has byte 0x0000000C set to 03 while the one with manual flags is set to 1B. So the auto-detect didn't set the flags properly in the header, despite showing the proper flags in the UI.
It also happens with the latest version I downloaded from the xEdit discord.
Is it like xEDIT, where 64 bits are not recommended, even on 64 bits OS like Windows 10 ?
Or does it depend on games ?
Currently using the bsarch executables of xEDIT v4.15k.
Thank you for your insight, and I wish you merry holidays.
It's a clean install, pre-ng, etc. etc. I'm having some other weird issues.. like the Mossberg 500 not showing the craftable ammo types.. FO4 is borkening in new, weird ways for me lately. This was one of them. I can't thank you enough for providing a tool that actually just works. God Howard has granted you 16x the blessings.