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Merging BSA files causes purple texture

Submitted by SBB64 on

Over the past year, I've merged a few mods together so my total load of mods is now about 150. Some have been really easy and some have been a royal pain. Currently I'm trying to create a new Skywind mod that pulls armor from one mod and weapons from another. I extracted the BSA files in \Meshes and \Textures. I've merged the two ESP files. Since my part is quests and dialogs, I was attempting to go ahead and create a new BSA with the now merged files. I may add in some scripts later.

But I'm noticing that all items from the mods are now purple without textures. I've tried the game with the files extracted and with them removed and using only the new BSA. Not sure why this doesn't work anymore. I have plenty of other mods merged without using a new BSA and they work fine. The BSA has the same name as the ESP. It shouldn't matter which way I put the files in the game, as long as they are there. Any ideas?

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What tool was used to create BSA? You also need to be sure that the paths in BSA are correct.

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The only tool I know of, Archive (part of the CK). I used an extractor to make sure the file wasn't corrupt. Not positive all of the files were added but everything involved is purple, not just some of them.

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I use archive.exe too when I create the BSA for Skywind.

 

Do you have the right setting in the root dir field ?

http://www.creationkit.com/images/thumb/4/4f/Archive.exe03.JPG/502px-Archive.exe03.JPG

Ex: if you are working in a temporary folder c:\staging with c:\staging\meshes and c:\staging\textures, etc... then this root must be set to c:\staging

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Archive.exe is bugged, use only BSAOpt.

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I had used a short tutorial for Archive but it didn't cover all the options. My directory is C:\Temp\Mods\Data\...

So in Archive, the root folder says Data. Not positive that it is working correctly though. I have used BSAopt to extract files also. Can it work in reverse to create a BSA?

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Okay, I tried BSAopt. No difference in game. Is there something within the ESP/ESM file that must be flagged to tell it to look for a BSA? I've seen a few webpages now claim that as along as the BSA starts with the same file name, the ESP will automatically use it. The BSA filename can contain more characters, as long as the first part matches the ESP. I find that hard to believe.

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"The BSA filename can contain more characters, as long as the first part matches the ESP" - that's for the previous games. In Skyrim plugin and bsa names must match.

If you are still missing textures, that means that they are indeed missing, not included in BSA or have incorrect path inside BSA.

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I tried putting everything in BSA format for Skywind... just for testing purposes.

Meshes/textures do not load and it crashes when entering the prison ship via the mod.

Used Archive.exe..

 

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I think I finally got it working. After multiple attempts at this, I deleted my extractions and started over. I used BSAopt for extracting the 2 BSA files. Then I used the same tool to build a new BSA. So far, this one seems to be working.

This has all been very strange. I've never gotten an error message, all the files and directories have matched up in sizes and numbers of files. But using the same program for both steps seems to finally worked. Even though I could swear I tried this yesterday also. Very weird...

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Keep in mind that sounds and music (don't remember what exactly or both) won't work from compressed BSA, you'll need to set "uncompressed" in BSAOpt before packing them.

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