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CK(SE) "create archive" can not set files from MO2 virtual data?


waitinfuture

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When I convert oldrim esp with bsa with CK, I sometimes hope to archive ,old bsa exracted files to new bsa.

 

I know there are some tutorialls, then can easy follow them.  But it need to set "loose files" (usually drag and paste) from skyrim data

foldas, in archive section. then CK se generate new archive.bsa (for esp, and for textures only)

 

But the problem is, when I run CK, to see all mods in data directory,, then set files in The archive tools , it can not show virtual data directory files. (so I can only set files, in vanila data directory)

 

 

I tried to  drug and paste loose files,  from    mydrive> mo2>  mod>  folda,  which I need to make archive of loose files too.

but CK2 diffuse to set those files. , because those files not inlstalled skyrim se /data CK understand, they are in another mod directory,

not true skyrim/data directory.

 

So Is there good way, to archive loose files (which located in MO2 mod directory )  with CK2 easy ?

 

Of course I know, I can make folda, in actuall skyrim/data, for each loose path, then once generate archive,

after set them in MO2> mod ,   delete those files from skyrim SE/data.. but it easy cause duplicate many foldas etc,

and I everytime need to make back up directory, to keep vanilla data /directories.

 

So I blieve, quite a few users already convert oldrim mods, with MO2 and CK, how you manage about "archive"

then generate new bsa for skyrim SE with MO2?

 

or you simply copy and paste all directory which need to archive as bsa in realy data directory?

 

or Is there good tool, or option, to make archive for SE, without use CK? 

I feel, if I can simply generate bsa for SE, I may need not run CK from MO2, but to read esp correctly, I need to run CK from MO2.

then only about "cureate archive" I feel problem, at current. 

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Sorry,, after I up-load this topic, then try to add SS what is problem, I can found way to manage them.

So to set loose files, for "Create Archive" tool of CK,  Actually I can not use MO2 mod path,  becaues MO2 mod directory not include "data"

(to install MO2 correctly load them,,  top directory are not "data" (though MO2 use it as "data" directory),  and CK archive,  can not see MO2 virutal data directory.

 

But once I copy mod folda from MO2/mod, then just rename  it as  "data" and locate somewhere ,,

"Create Archive" can set those files in "Data"

 

So that means, I only need to set another "Data" directory, then through path as relative as same as before,, CK2 Archive tool can set them.

(Only check if the path include "data" or not, then set auto hieralchy as relative from"data" I feel.

 

Of course, if I need not to make "data" directory, teach me please. At current for me,, it seems best way, without edit actuall skyrimSE data directory. and run CK from MO2. 

Edited by waitinfuture
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Create a new folder, ie. a mod, in MO2's "mods" folder and place all the files you need to use there.

Activate this folder/mod in MO2's left pane and those assets will be available to any tool called from MO2, including the CK.

 

Sorry if that is not what you are asking for, I'm not exactly sure what it is you are describing.

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Grand SP, yes I undersand what you suggested. I have used MO long time, with CK ,LOOT, blender 32bit etc,, 

 

but there is case, CK (run through MO2) can not manage files, which not be installed in actual "Skyrim SE data"

directory.   

 

Have you tried to use CK(SE) >File >Create archive , to make  bsa files?  you need to drug and drop files by your PC exploler,  which need to archive.

then CK auto set relative path from "data",

 

But if you launch CK from MO, you can not manually pick loose files (Mo2>mods>modname folda) to  "require files for altered forms" window.

if you try to drug and drop files, CK deny it. with alert message.  "as all archive files must be in "data" or one of subdirectories"

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If I understand correctly I think the issue may be that Creation Kit is running Archive.exe to pack the loose files into an archive file and Mod Organizer 2 may not be hooking Archive.exe. Have you tried running Skyrim/Tools/Archive/Archive.exe directly from Mod Organizer 2 instead of running it through Creation Kit?

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Why do you go through the hassle of trying to create BSAs through the CK anyway? Just run archive.exe and create your archives wherever you want, there is absolutely no need to run MO or the CK to create archives. Just create an empty folder (doesn't matter where) and name it Data, then put all the files you wanna archive in it (with the correct file structure of course) and then point archive.exe to it and compress it, done. That is all there is to it, no need for MO or CK.

Edited by El_Rizzo
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Hi Greg, I supposed to try what you suggested too. but I hesitate just because, I still not clear how archive.exe work (in skyrim SE/tool directory)

when I run them directly. 

I am not native, so to get documents is not simple. then usually I rely STEP or, vedetha forum etc with translation.

 

About re-pack BSA of oldrim mods  to port skyrim SE, I serched best way.  but still it not clear for me.

 

I ccould not find original post which discribed in "bedetha forum" (I remember so, )

but could find almost same topic, 

 

https://www.afkmods.com/index.php?/topic/4665-how-to-pack-skyrim-se-mods/

 

I do not know, skyrim SE CK>Create archive actually call the  archive.exe in tool or not (but CK offer,  different UI for each game I think)

and  the  mentioned way is actually reliable and stable for me.

 

  (manually just drug and drop "old files" to  CK>extract arrhive tool), to use it,,I need to "archive" from CK. 

 

As yours already mentioned, I know, all aprications,  can see MO2 Virtual Data directory, but when try to use tool, connected with aprication,

there have been some case, which not work  as expected.  Before I have same problem when I call text editor, from CK for papylus.

 

But if there is more stable way, to re-pack BSA as officialy step recommended I apreciate. and hope some one discribe it with archive tool

(if you suggest to use it) 

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First of all, PLEASE check your spelling and sentence structure, it is extremely hard to understand what you are trying to say. Secondly, CK simply calls archive.exe to create its archives, so there is no difference if you simply use archive.exe directly, it even has a GUI so it really isn't hard to use and the results are exactly the same as using the CK.

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EL_Rizzo, there are many reason, I prefer to use CK through MO, if it can work.  if run CK  directly, , it not show all esp or loose files along to MO2 VFS.

Of course I know, I can use CK without MO2, (manually locate esp, or manually locate "data" directory for extract ), but at same time,

I prefer CK2 see same "data" directories, which "MO2" set uo as virtual folda.(VFS mapping?) 

 

and If you mentioned about tool/ archive.exe, I already mentioned  my reason.

  of course, if yours suggestion way is stable enough,  I prefer the way. (just use tool/archive.exe  for the purpose)

but after all,  I need to set "data" directory manually, it seems almost same, what I suggested .   

 

And  I might report or request same things about  "MO2" even though I could manage this  by tool/archive.exe. 

eg I can suggested or request. when install mods for MO2/mode,  there is option, to set  "data" folda.

MO2/mods/modname/(data) (option to set directory for "data" path)/textures etc,,

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Like I said, archive.exe is perfectly stable because CK actually uses that exact archive.exe to create BSAs ... there is ZERO difference between creating a BSA through CK or through archive.exe because it is created by archive.exe either way. As for MO2, there is no point in running archive.exe through MO2, because the files you want to archive are in a separate mod folder anyway, so simply point archive.exe to that folder, create an empty "Data" folder, put all the files inside it -> archive with archive.exe.

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@Greg ::):

 

thanks, I test your suggested way, (run archive.exe from MO2 as executable without CK)

then I could  add "MO2/mods/modname" as "data" directory. without  anotehr package, include  "data" folda.

 

As for me,  CK>File>create archive UI (just drug and drop roose flies  extracted (keep relatvie path))  was  really simple and clear enough.

So I hoped ,it may  work with MO2. 

 

But with archive.exe I could import bsa (Oldrim) ,extract and exported to same directory , and drug and drop loose files, if I set data path correctly.

I hope Step wiki will offer step by step tutoriall about archive.exe options (SE tool)   

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I'm not sure, but I believe I understand what waitinfuture is frustrated with. If I understand correctly, it's not "just" about the archives. It's about running CK THROUGH MO2 that he's struggling with. At least, that's the problem "I'm having".

Obviously, using MO2, I don't put mods in the games regular "data" folder. They are stored and managed in the MO2 folders. Now, I would "LIKE" to work with the mods I have in MO2, but it can't even seem to find the main game files when I run CK through MO2.

 

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