How do you get the SEQ file to work? When I pack my mod, the dialogue from start-game enabled quests just doesn't work. Can't click the dialogue. When saving and reloading, dialogue can be clicked but doesn't continue to next sequence.
Have a look at this video by DarkFox. th-cam.com/video/dfwPQsuzLNs/w-d-xo.html He explains how to create an SEQ file. I normally create one with TES5Edit ( I develop in LE ) and include that with my mod. Am unsure if SE/AE has addressed this issue??
@@KriemenGaming I appreciate you trying to help but that's just a SEQ creation tutorial. Mod works fine when loaded loose. Just breaks when it gets packed.
@@kushablazin849 Ah, I see. Is the seq being included in the BSA ? I have heard talk that the SEQ should be left as a loose file. Will have a look at what I have done
@@KriemenGaming Hey I just wanted to let you know I've solved the issue by simply using "BsArchPro" and selecting "Skyrim SE/AE". All other programs made an incompatible bsa. And yes, the seq was and is included in all my attempts to pack the bsa. It has packed successfully now.
okay apparently you can add something in the end by separating with a space, for example if the esp/esm file is mymod.esp you can name the bsa "mymod 1.bsa"
im trying to do this to convert mods to be used on the nintendo switch but its failing , id like to help some ppl that need some things like s.o.s od skyrim . ok when i checked it with that optbsa program i seee that it pulled my whole users file path in it when it did it so i guess i have to put the files in a short path like c/ im not sure why it did that maybe you missed a step in the setting of the program.
Which game? I have BSAOpt (Oblivion, FO3, Skyrim LE) and BSA Browser Portable (Skyrim SE) I don't know if this supports FO4. I don't know if Morrowind uses BSAs. I haven't got any mods installed for it.
@@gley7527 Must admit that I am a total noob when it comes to visual novels. Have never had the time to check any of them out. :( All I know is there are several engines for them. I can only guess that you may have to find out which engine it is using and try to find the appropriate unpacker for it. I did a quick search and found this github.com/vn-tools/arc_unpacker There is a game list with supported titles. Perhaps, that could be worth a look or even searching for how to edit/mod VNs.
Sorry, I do not know. I don't own an Xbox . :( If you are on Discord, you could try asking in "Tales From Tamriel" discord.gg/V4SGWZ3 We have a very active group of modders there who make XBox conversions.
@@KriemenGaming nvm I need help again lol how do you successfully port Skyrim SE npc’s to Xbox like can you give me step by step so they look exactly how they suppose to look
@@Lord_Aizen I'm afraid I can't help with that. I don't have an XBox. Wish I did though... I did see you in "Tales From Tamriel" welcome channel this afternoon. Sorry, you caught them when all the admin were elsewhere. One of them should contact you soon to send a verification message. When that's done, just pop into the XB channels and stir them up. :D They are a good and supportive bunch of people there. And we can always have a joke with each other.
Without the .esp you mod won't work. UNLESS it is a texture / mesh / script replacer or similar that doesn't have an esp Or your mod uses an .esl (Skyrim SE)
@@KriemenGaming But it is not my mods, i have no idea how to make .esp for it, just want to put 8500 script files from mods in one .bsa... will they work with .esp that are already there?
I don't own an XBox, so I don't know. I know there is an XBox360 checkbox and I think that textures need to be in their own BSA. Like this mymod.esp, mymod.bsa, mymod - textures.bsa I'm sorry that I can't be of more help on that subject.
@@KriemenGaming sorry, in the video you made only one bsa file and it worked, for me the game doesn't start at all if I date the "namemymod".bsa file, so I have to create two different bsa, one with only textures and the other with everything else (scripts, music, meshes etc...)?
G'day. In this video I am using the older LE version. But, what I do here is valid for SE. Just be sure to use the Archive.exe that is right for the game. I've heard arguments for and against using Archive.exe All I know is that CK uses it to pack BSAs and doing it manually has always worked for me. I have had issue with CK not including all the needed files in the BSA. So has a friend, for whom I made this quick video. I don't rightly know if there are any newer versions/tools that do the same. From memory, I think that "Cathedral Assets Optimiser" www.nexusmods.com/skyrimspecialedition/mods/23316 can also pack BSAs. But, I haven't used that feature. Hope this is of help.
@@KriemenGaming Thank you so much, Kriemen!! I really appreciate it! I'm so glad to know the Archive program works for SE too! I have heard great things about Cathedral too, that it can backport, which wow!! This is a great help!
Hi, I can't remember offhand if Archive.exe comes with Skyrim or with Creation Kit. It is nearly 10 years since I installed them. For LE look here : C:\Program Files (x86)\Steam\steamapps\common\Skyrim\ SE is here : C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Tools\Archive\ This is assuming that your game is installed in the default location. If not look in your game directory for LE or \tools\archive\ for SE. Have also added this info to the description. Hope this is of help.
How do you get the SEQ file to work? When I pack my mod, the dialogue from start-game enabled quests just doesn't work. Can't click the dialogue. When saving and reloading, dialogue can be clicked but doesn't continue to next sequence.
Have a look at this video by DarkFox.
th-cam.com/video/dfwPQsuzLNs/w-d-xo.html
He explains how to create an SEQ file. I normally create one with TES5Edit ( I develop in LE ) and include that with my mod. Am unsure if SE/AE has addressed this issue??
@@KriemenGaming I appreciate you trying to help but that's just a SEQ creation tutorial. Mod works fine when loaded loose. Just breaks when it gets packed.
@@kushablazin849 Ah, I see. Is the seq being included in the BSA ? I have heard talk that the SEQ should be left as a loose file. Will have a look at what I have done
@@KriemenGaming Hey I just wanted to let you know I've solved the issue by simply using "BsArchPro" and selecting "Skyrim SE/AE". All other programs made an incompatible bsa.
And yes, the seq was and is included in all my attempts to pack the bsa. It has packed successfully now.
A clear, simple and usefull tuto. Thank you
Many thanks. I hope it was helpful. :D
Helped alot, thanks!
bro i cant find tools folder in my game dictionary. can you upload it to google drive and send the link
What happens when the mod already has a bsa file named the exact same as the esp/esm? What sould I name the new bsa? can bsa files be merged?
okay apparently you can add something in the end by separating with a space, for example if the esp/esm file is mymod.esp you can name the bsa "mymod 1.bsa"
im trying to do this to convert mods to be used on the nintendo switch but its failing , id like to help some ppl that need some things like s.o.s od skyrim . ok when i checked it with that optbsa program i seee that it pulled my whole users file path in it when it did it so i guess i have to put the files in a short path like c/ im not sure why it did that maybe you missed a step in the setting of the program.
Hi friend, Do you know of a way to extract bsa files that are not from Skyrim?
Which game? I have BSAOpt (Oblivion, FO3, Skyrim LE) and BSA Browser Portable (Skyrim SE) I don't know if this supports FO4. I don't know if Morrowind uses BSAs. I haven't got any mods installed for it.
@@KriemenGaming Actually, i've tried extracting it with BAE and BSAopt but failed myserably. The game i'm talking about is a visual novel.
@@gley7527 Must admit that I am a total noob when it comes to visual novels. Have never had the time to check any of them out. :( All I know is there are several engines for them. I can only guess that you may have to find out which engine it is using and try to find the appropriate unpacker for it.
I did a quick search and found this github.com/vn-tools/arc_unpacker
There is a game list with supported titles. Perhaps, that could be worth a look or even searching for how to edit/mod VNs.
@@KriemenGaming I've seen this post before but I might as well give another look since I'm actually out of options. Thanks.
Dude how do I port followers to Xbox one there face is always default in missing the head or somthing idk
Sorry, I do not know. I don't own an Xbox . :(
If you are on Discord, you could try asking in "Tales From Tamriel" discord.gg/V4SGWZ3
We have a very active group of modders there who make XBox conversions.
@@KriemenGaming nvm I figured it out lol
@@Lord_Aizen That's great. 😁
@@KriemenGaming nvm I need help again lol how do you successfully port Skyrim SE npc’s to Xbox like can you give me step by step so they look exactly how they suppose to look
@@Lord_Aizen I'm afraid I can't help with that. I don't have an XBox. Wish I did though...
I did see you in "Tales From Tamriel" welcome channel this afternoon. Sorry, you caught them when all the admin were elsewhere. One of them should contact you soon to send a verification message. When that's done, just pop into the XB channels and stir them up. :D They are a good and supportive bunch of people there. And we can always have a joke with each other.
MUST I USE .ESP?
Without the .esp you mod won't work. UNLESS it is a texture / mesh / script replacer or similar that doesn't have an esp Or your mod uses an .esl (Skyrim SE)
@@KriemenGaming But it is not my mods, i have no idea how to make .esp for it, just want to put 8500 script files from mods in one .bsa... will they work with .esp that are already there?
are bsa files created with Archive.exe tools good for both pc and xbox one?
I don't own an XBox, so I don't know. I know there is an XBox360 checkbox and I think that textures need to be in their own BSA. Like this mymod.esp, mymod.bsa, mymod - textures.bsa
I'm sorry that I can't be of more help on that subject.
@@KriemenGaming
sorry, in the video you made only one bsa file and it worked, for me the game doesn't start at all if I date the "namemymod".bsa file, so I have to create two different bsa, one with only textures and the other with everything else (scripts, music, meshes etc...)?
Hi Kriemen, are you using Skyrim (Oldrim) or SSE here? I have read in some places that the archive.exe is outdated for sse. Does that sound right?
G'day. In this video I am using the older LE version. But, what I do here is valid for SE. Just be sure to use the Archive.exe that is right for the game. I've heard arguments for and against using Archive.exe All I know is that CK uses it to pack BSAs and doing it manually has always worked for me. I have had issue with CK not including all the needed files in the BSA. So has a friend, for whom I made this quick video.
I don't rightly know if there are any newer versions/tools that do the same. From memory, I think that "Cathedral Assets Optimiser"
www.nexusmods.com/skyrimspecialedition/mods/23316
can also pack BSAs. But, I haven't used that feature. Hope this is of help.
@@KriemenGaming Thank you so much, Kriemen!! I really appreciate it! I'm so glad to know the Archive program works for SE too! I have heard great things about Cathedral too, that it can backport, which wow!! This is a great help!
Where do i download Archive.exe
Where is the latest link what is the point of making the video if you have no link?
Hi, I can't remember offhand if Archive.exe comes with Skyrim or with Creation Kit. It is nearly 10 years since I installed them.
For LE look here : C:\Program Files (x86)\Steam\steamapps\common\Skyrim\
SE is here : C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Tools\Archive\
This is assuming that your game is installed in the default location. If not look in your game directory for LE or \tools\archive\ for SE. Have also added this info to the description.
Hope this is of help.
thnx bro
I hope it was of some help to you.