Mods scripts packed in beth archives and compressed causes i

Post » Tue May 07, 2013 1:27 am

I have found and confirmed this a couple of times in my experiences that Mods with scrips that are packed into a .BSA and has a "compressed" flag, will causes issues with scripts sometimes not functioning properly. The general scripts that somehow have I had issues with are mods with the MCM, and mods that have scripts that work on loading a save.

I guess this is really an issue which is why a lot of mods prefer to have their scripts directory separate and loose from an archive.

If anyone can also confirm this please reply below.

Uncompressed archives though haven't caused this issue for me as far as my experience with this goes..
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Mandi Norton
 
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Post » Tue May 07, 2013 5:27 pm

I can just confirm that uncompressed BSA doesn't have any issues with scripts. But I think the major issues isn't the compression. It's more likely that some authors doesn't set the proper flags. So that the game doesn't know exactly what to load.
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Kate Murrell
 
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Post » Tue May 07, 2013 8:41 am

Archive.exe compresses things improperly, more frequently as your mod gets larger. Use BSAOpt to pack your mod and it can compress without issue.

Falskaar started having major issues and lots of random things breaking and swapping to either an Archive.exe uncompressed (2x+ the size!) or a BSAopt compressed (Even smaller than archive.exe compressed!) fixed the issues.
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Darren
 
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Post » Tue May 07, 2013 1:42 pm

I have tried BSAOpt as well and set the compression to 0 with no issues. Compression levels of 1 and above caused the script issues, I tested it on my mods, and some mods like the "http://skyrim.nexusmods.com/mods/5696" by amethystdeciever, packed all the resources to an archive which that gave you an initial quest marker at the start. When compressed with BSAOpt the quest marker won't appear.
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Kelli Wolfe
 
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Post » Tue May 07, 2013 1:09 pm

Hmm, very odd. Are you sure it isn't some kind of aliasing issue then that's preventing things? But the scripts actually aren't firing?
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Emilie Joseph
 
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Post » Tue May 07, 2013 4:46 pm


Yes. I recommend to try to test it out yourself. The mod archive has the scripts folder as a loose directory and the meshes and textures are in a .bsa, when packed with BSAOpt at any compression level or archiver and has the compressed flag the quest won't register, but the other scripts work fine like for example the armor abilities that function on a script.

The scripts from the mod are loose and the meshes and textures are in a BSA and compressed. Also tried this on mods requiring/having the MCM.
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Krystina Proietti
 
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Post » Tue May 07, 2013 4:13 pm

Odd, I wouldn't think that this is a bug with the setup, since my mod has over 350 scripts that all work just fine packed in their max-compression BSA. Obviously I may somehow have a unique situation, but I'd hardly think Beth would let scripts packed in compressed archives not work, especially since all of theirs are.
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Dj Matty P
 
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Post » Tue May 07, 2013 2:39 pm

I've never had any issue with a compressed BSA causing scripts to fail. The USKP has been shipping with one for some time now since we surpassed the Steam Workshop file size limit. Nobody has reported anything unusual that can't be traced back to a mod conflict or a load order problem.

What *IS* true though is that you can't pack string localization files (Data\Strings) into a compressed BSA. They will corrupt when the game tries to read them. You'll either need an uncompressed BSA for that or to include them packaged loose alongside the rest. It also makes no difference trying to "fix" this by using BSAOpt because it doesn't correct the problem. It's an engine side bug.

And yes, Bethesda's script BSA is compressed and works perfectly fine. So if there's any solid test case for it, the vanilla game is it.

I'm aware this was somewhat necro'd but it was linked to it in another thread :P

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naome duncan
 
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