CS BSA Help

Post » Sat May 28, 2011 1:59 am

Ok,

I am working on an city I want to make an ESM so that is is modular.

I know I CAN NOT use content from the Oblivion.esm

I have already added lots of custom stuff to my ESM.

Now for my question. Is there a way I could get the CS to let MY ESM to use the for example meshes.bsa. When I am done with my project I will be loading this ESM I am making alongside the Oblivion ESM. So if I could get both of the ESM's to use the BSA they could be using the same resources from the same bsa at the same time.

If this is a little puzzling I can explain it more.

dbug
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matt white
 
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Post » Sat May 28, 2011 10:22 am

I'm pretty sure that your mod can reference resources in any BSA as long as it's loaded at game time. This would include all the Oblivion BSAs and any BSA you make that matches the name of your mod such as "modname.bsa" or "modname - extras.bsa"
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Cat Haines
 
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Post » Sat May 28, 2011 3:38 am

I'm pretty sure that your mod can reference resources in any BSA as long as it's loaded at game time. This would include all the Oblivion BSAs and any BSA you make that matches the name of your mod such as "modname.bsa" or "modname - extras.bsa"


Hhmhmhm

I don't think thats what I need

What I'd like for there to be is that If I were to open JUST MY ESM in the CS, I could have all of the things from the BSA pull up in the object window, without the Oblivion ESM loaded. I would not like to create new BSA's because of file size issues. Each ESM would use the same BSA file(s).
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Gill Mackin
 
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Post » Fri May 27, 2011 9:54 pm

You can create new items in your ESM and point them to the vanilla meshes/textures/sounds/etc. in the existing BSA files.

But, you'll have to extract the BSAs while creating the ESM file in order to be able to browse to those files. Once the ESM is made, the extracted resources can be deleted, and the game will still load them from the original BSA files.
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M!KkI
 
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Post » Sat May 28, 2011 1:00 am

Yeah you can't access items in a BSA from the CS. Not even with the associated .ESM or .ESP loaded. Makes it a pain sometimes :D
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Kayleigh Williams
 
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Post » Fri May 27, 2011 7:43 pm

The point of the .bsa is not to make the job of the mod creator easier, but instead to make it easier for people to install large mods and to get some improved performance for new resources. Even on a large project, your data folder (bsa) shouldn't normally be more than 500mb-1gb in size simply because you want people to be able to download the dang thing without having to split it into parts. If you're using high resolution textures for everything, this is almost always best off being an optional download.

Space on your drive should not be an issue unless you're trying to fit your whole system on a 100gb drive. Just delete some porm/music files if you're running low, or uninstall a game you never use. Buying another, larger drive for storage and games is also a good option. A 500gb drive is more space than most people would need for general use, and doesn't cost that much these days.
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Austin Suggs
 
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Post » Sat May 28, 2011 6:33 am

You can create new items in your ESM and point them to the vanilla meshes/textures/sounds/etc. in the existing BSA files.

But, you'll have to extract the BSAs while creating the ESM file in order to be able to browse to those files. Once the ESM is made, the extracted resources can be deleted, and the game will still load them from the original BSA files.


That is exactly what I need!!!!

Thanks :D
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Tyler F
 
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