Yes, BSAOpt is generally better than FOMM for creating BSAs. Also, if a BSA is larger than 2gb, it will have loading problems.
Corrupted Textures After Fast Travel
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JaxFirehart
- Posts: 3003
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SuperbiaTheGreat
- Posts: 17
- Joined: Sun Dec 29, 2013 10:31 pm
Alright, I'm going to try
Alright, I'm going to try again. I'll separate the files into three .BSA archives. Although I was thinking about adding compression. Does compression affect quality or load times in a noticeable way?
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
Not that I have ever noticed.
Not that I have ever noticed. I'm pretty sure articles out there state that compression costs NO performance loss, something to do with decompression being quicker than the hard drive. Make sure you use BSAOpt and set compression to 10. It takes time, but it's worth it.
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SuperbiaTheGreat
- Posts: 17
- Joined: Sun Dec 29, 2013 10:31 pm
Ughh... I can't figure out
Ughh... I can't figure out what I'm doing wrong.
BSA's: NMC - Graphics1.bsa, NMC - Graphics2.bsa, NMC - Graphics3.bsa
ESM: NMC.esm(This plugin has the file extension .esm, but its file header marks it as an .esp)
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
It seems to work for some and
It seems to work for some and not others the results are unpredictable. I think BSAs load alphabetically. Try renaming them to zzNMC or aaNMC and see if either of those works.
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redacted_name
- Posts: 25
- Joined: Tue Dec 04, 2012 4:24 pm
I thought you could only
I thought you could only archive loose files that are associated with an esp. I wa under the impression that texture replacers and the like had to be kept loose.
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SuperbiaTheGreat
- Posts: 17
- Joined: Sun Dec 29, 2013 10:31 pm
I'm pretty sure NMC's texture
I'm pretty sure NMC's texture pack should work with .BSA archives and it seems strange that this isn't working. I don't fully comprehend how a blank .esm file could load multiple .bsa archives without any information given and just using similar naming structures. I attempted to change the names and it didn't fix the problem.
aaNMC.esm
aaNMC - Graphics1.bsa
aaNMC - Graphics2.bsa
aaNMC - Graphics3.bsa
I've removed multiple mods from my load order, and removed one in particular that could of been causing the corruption issue. I could probably use the loose files now, even though I would rather use the .BSA files I made. The issue was only occurring randomly and usually after a few hours of play.
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redacted_name
- Posts: 25
- Joined: Tue Dec 04, 2012 4:24 pm
Dont use a master, use a
Dont use a master, use a dummy (blank) plugin.
Name the esp the same as the bsa's.
For example NMC.esp > NMC - Textures.bsa, NMC - Textures2.bsa, NMC - Meshes.bsa, etc.
I've personally never gotten texture replacers to work (in Fallout) through a bsa though, they have always had to be loose or else they would not load in game.
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
It's a load order issue. BSAs
It's a load order issue. BSAs have a load order, same as plugins, but its not documented anywhere I can find. I've gotten texture mods to work, but I can't seem to reproduce it reliably.
Superbia: Did you try zzNMC?
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redacted_name
- Posts: 25
- Joined: Tue Dec 04, 2012 4:24 pm
I've had it work with
I've had it work with Oblivion, so I've no doubt it could work with Fallout, I've just never been that lucky.
How are you creating your plugin? Are you creating it through geck or FNVEdit?