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What is wrong here??

General help and troubleshooting.
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H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

What is wrong here??

Post by H1ms3lf » Mon May 08, 2017 4:37 pm

Is this TTW specific? Has me puzzled.



I just downloaded this mikoto pack -> http://www.nexusmods.com/newvegas/mods/35878/?

to have some hair and eye variety.



It all works nice and neat, until I unpack the contents of its BSA to my data folder.


*NOTE - The Data folder didn't contain any meshes or textures folders previously.



After I unpack it (and remove the BSA from data folder), the hair starts looking weird/wrong.



I even tried to delete everything and just keep a sample of a hair model to custom add via geck (hair, new, chose mesh and texture, throw it into the race) but it still looks weird...





What am I doing wrong here??

Is there any special way to add custom hair meshes and textures? This way seemed to work in FO3, AFAIK ^^


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

.egm and .egt files will not

Post by RoyBatty » Tue May 09, 2017 2:15 am

.egm and .egt files will not load outside a .bsa


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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Well, that certainly explains

Post by jlf65 » Tue May 09, 2017 2:29 am

Well, that certainly explains a lot. I had a similar issue a couple years back and didn't figure it out. I wasn't as big on making BSAs at that time. If I had, I might have gotten it to work.


 



H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

Okay but... then (right now)

Post by H1ms3lf » Tue May 09, 2017 3:00 am

EDIT -- UH OH my bad!!

My BSA didn't index textures and meshes folders separately, going to try again, hopefully it now works (if it doesn't I will edit again to tell ^^)



Down here was the original message before editing.



Okay but... then (right now) I created a BSA (using FOMM) for the game to load, including the exact same content/folders I had previously extracted from MikotoAssets.BSA, gave mine a random name like Testing.BSA and placed in DATA folder, but apparently it didn't work, hair still looks weird. The GECK should load BSA content automatically right?



What am I doing wrong this time? :/



Also... and you can ignore everything from here on:



Its nice how the experts answer in a way that makes you look like a fool :D

I recall all these hairs working fine in FO3. Likely I just had the extra content in a .BSA and didn't know, while I still used .nif and .dss from the data folders to mess around, so presumably the GECK would load egm/egt from the BSA without me noticing that something was missing. 



My first reply was asking Roy to be more specific, but then I did the extra research to actually learn something ^^



Thanks Roy!!


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

ARGH! Sure I made it right

Post by H1ms3lf » Tue May 09, 2017 3:43 am

ARGH! Sure I made it right this time, even compared my Testing.BSA with the MikotoBeauty - Assets.BSA, the only difference (at least in FOOM BSA Browser) seems to be the name, structure is identical.



The hair still looks weird.



So I did the following, left only the original/untouched Mikoto*.BSA in DATA folder and loaded GECK, hair looks fine.

Then I renamed this same Mikoto*.BSA to Testing.BSA, loaded in GECK, and guess what: Hair looks weird!!



Does the name of the file matter??

Angered about that I went to read about BSA files and yes, it seems I need to always have an .esp (even a dummy/empty one) with the same name of the .bsa file, to "trick" the loader into loading the .bsa contents (or somesuch nonsense).



Damn... so much screwing around for editing stuff, should be easier for a game thats supposed to be moddable! That was me venting out, good thing is that it works now and I know the (conspiracy?) procedure.



Probably broke some stuff in my setup as I did tons of .ini editing and invalidation and god knows what else before Roy gave the clue, I'll probably go crazy trying to learn some scripting for this game. =]


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

yes the file name matters, it

Post by RoyBatty » Tue May 09, 2017 5:38 pm

yes the file name matters, it has to be the same as the plugin and should have - assets or - main or something else. So like MikotoBeauty - Assets.bsa if your plugin is named MikotoBeauty.esm or esp


Also if you have Skyrim use archive.exe from the CKIT to make BSAs. FOMM doesn't allow setting the flags and that might also cause problems as well as compression, leave stuff uncompressed.


 


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