- #BETHESDA CREATION KIT CRASH ON ARCHIVE INSTALL#
- #BETHESDA CREATION KIT CRASH ON ARCHIVE MOD#
- #BETHESDA CREATION KIT CRASH ON ARCHIVE MODS#
- #BETHESDA CREATION KIT CRASH ON ARCHIVE CODE#
It should be displaying your Skyrim Data folder. If it works you should see something like this:įrom here, go to File->Save As. When Windows switched to it, drop your cursor in the empty space. esp file.ĭrag the selection from there onto the taskbar icon for Archive.exe. Select everything inside of it EXCEPT the. With Archive.exe still open, switch to Windows Explorer. You'll also want to check the two boxes for retaining names. Misc covers things like scripts and SKSE plugins if you have them. In my example, meshes, textures, sound, voice, and misc. Usually this is one checkbox for each folder type. Next, you need to select the appropriate checkboxes at the top.
#BETHESDA CREATION KIT CRASH ON ARCHIVE MOD#
Find the Bash Installers folder and use the folder for your mod project that's underneath it. The first thing you want to do is go to where it shows "Root Dir" and click the button to the right of the box with "Data" in it.
It's in the same folder as the CreationKit.exe file. Now it's time to package the results into a BSA you can distribute the mod with. If you end up with it telling you files are missing, right-click your project again and select "Install Missing".
It should have everything sync'd up properly once that's done. Right-click on your project and select "Anneal". This is normal since you just switched the data files for your voice content into a new format. It may be indicating to you that your project is no longer in a proper state. When you're done, close that out and return to Wrye Bash. It will tell you how many files were converted. Simply click on the "Refuz" button to process the folder. The checked options are necessary in order to process the entire folder in one easy step. wav files, it's time to open up UnFuzer.Ĭonfigure it to look into your project folder. Check your voice folder and see what you have. If your mod has voice files, you'll want to convert those into Skyrim's standard format, the.
#BETHESDA CREATION KIT CRASH ON ARCHIVE MODS#
Usually orange or yellow, just like it does when other mods conflict with each other.
#BETHESDA CREATION KIT CRASH ON ARCHIVE INSTALL#
You'll immediately know if something you install later has a conflict with it because your project status will change from green to some other color. For all intents and purposes, BAIN will treat it just like any other mod on your system.Īside from neatly organizing things, this also has one huge benefit. The only difference being that your project folder is listed with them. If you're familiar with BAIN, this shouldn't feel any different than installing other peoples' mods. Scroll through the list of files it shows you. Your project folder should appear at the top, similar to this: Once you have everything in place, open up Wrye Bash and switch to the installers tab. When copying the face texture data, you can leave out the.
#BETHESDA CREATION KIT CRASH ON ARCHIVE CODE#
It isn't necessary to include your source code files (.psc) but they're handy for other people who might want to learn how you did something. The results will look something like this:īe sure when gathering up the compiled scripts (.pex files) that you remember to copy any of the vanilla Skyrim scripts you may have altered. Usually meshes, textures, sound, scripts, etc.īelow each of the top level folders, you'll need to copy all of the data files your mod uses into their appropriate subfolders. In the Bash Installers folder, create a new folder with the name of your mod.In this new folder, create the subfolders you'll need.
Mine is located at C:\Steam\steamapps\common\Skyrim Mods\Bash Installers\ This will usually be found with your Steam install of Skyrim. Look for Wrye Bash's mod installation folder. UnFuzer (if you have voice files to convert first) You'll need to have the following installed or readily available: The preferred method for doing so is to make a BSA package, but the process for doing this in the CK is error prone due to skipping a lot of things one may not even realize are missing. Packaging a mod for distribution in Skyrim is a pain. I'll be posting this as a tutorial for mod distribution via TESA when it's all done. It's been awhile since I last wrote up a guide for something, but this one is too good to just let slide by into Oblivion without writing it down somewhere.