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原帖地址:http://fookunity.com/forum/showthread.php?t=202
kristjin
FOOKUNITY - Community Manager
kristjin is offline
Join Date: Apr 2009
Location: Seattle, WA, USA, Planet Earth, Milky Way Galaxy, The Mind of God, 98103
Posts: 19
How to make your mod an ESM/BSA package (Fallout 1.5 Patch Compatible)
Bethesda, in their wisdom ,has chosen to give the finger to everyenthusiast/modder/player-who-uses-mods by releasing the 1.5 patch whichimplements changes that make .esp files an unstable way to release amod.
Although you may still use them, you must bloat every savegame file bymaking *every object in the mod a persistent reference.* Talk aboutbloat! Don't do this. It's a headache for you, and fattens thesavegame.
Instead, the easy way is to release your mod as an esm/bsa pack, just like DLC's and the rest of the native fallout data.
Of course, the difficulty here is that if you have a big mod with lotsof optional esp files, there is more work ahead. We'll get to that.
To create an ESM, you can use FOMM or FO3Edit. I prefer FO3Edit becauseit has greater functionality and is easier to use than TESSnip asincluded in FOMM.
So, we will assume you have already created your mod in your .esp file,and we will also assume that you have added meshes and textures to thedata folder, so you will also need a BSA.
Install and open FO3Edit. (Easier said than done.) Once open, open upyour .esp file. Now just select File, Save As, and type the name ofyour mod and be sure you end the filename with .esm. FO3Edit will notonly save the esp with the esm extension but will also make thenecessary changes to the header flags and so on to make this afunctioning master file.
Since you also have added some meshes and textures, these need to bewrapped up into a bsa file. This is slick as dog slobber on a doorknobusing FOMM. (There are other ways you can do this, but I'm just givingyou my opinions here, so take it or leave it.) First, make a folder onyour desktop and call it whatever you want. I usually go with "MODNAMEBSA".
We will treat this folder as if it were the data folder for fallout 3.
Fill the folder with the meshes and textures (or anything else youcreated) relevant to your mod, being sure to recreate the appropriatefolder structure. Again, treating this folder as though it were thedata folder for FO3.
NOTHING ELSE SHOULD GO IN THIS FOLDER.
That means no esm files, esp files, read me files, thumbnails, nothing at all.
Open FOMM and click on "BSA Creator." In the creator dialog box, click"Add Folder" and then browse to the folder on your desktop. Select it.This will add a list of the files going into your BSA. It's really aclever idea to at least give this list a glance and make sure thefolder structure in the "Relative Path" column is where you want yourfiles to appear in the Fallout 3 data folder. If not, fix the structurein the folder. Also check for files that don't belong in the BSA, andhave a do-over if necessary.
Click "Create BSA" and give the BSA the EXACT SAME NAME as your esm,but with the bsa extension. If you don't do this, you will have morework to do. So do it this way.
That's all there is to it. Now you have a BSA with all the necessaryfolders and data files for your mod, and have turned your esp into anesm, thereby negating the requirement that you make all the objects inyour mod persistent.
Now, for those of you with complex mods that have lots of options, youhave some more work to do. If you choose to release any portion of yourmod as an esp, you run a risk of incompatibilities with 1.5. So designdecisions should be made - as often as possible - to create a way toset preferences for the mod from within game, and to release the mod asan esm. If you must have external files that are different, you mayneed to make a variety of ESM's with various options enabled/disabled,and/or tell those using your mod how to pick what they want and make anESM/BSA out of that.
Obviously, the less the player has to do with esm/bsa file creation,the better. KISS must always be the modder's motto. (Keep It SuperSimple is my preferred KISS definition.) Because many players aren'tuhhh... sufficiently technically minded to handle such operations withskill.
It's not too tough, but the big thing is being prepared by planningahead to incorporate as many options for your mod into in-gamesettings. Use a terminal, use a pop-up-dialogue, use anything you canto not require the user to do anything except plop your mod's ESM/BSApack into the data folder and play.
Hope this helps!
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Okay, so this is my first attempt to write from scratch somethinguseful for public consumption. If I've missed anything important, orjust got something plain wrong here, please let me know so I can updatethe post. Please also be nice.  |
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