Difference between revisions of "How To Prep Mod Files Using TES4Files"

Simplify and clarify
imported>MentalElf
(Add "more" indicating more directories could be created as output.)
imported>MentalElf
(Simplify and clarify)
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==Steps==
==Steps==


1. Start TES4Files
1. Start TES4Files. In this example TES4Files is installed in the Oblivion/Data subdirectory.


2. Choose '''MyMod.esp''' and check '''Fix NIFs''' and click '''Export'''
2. Choose '''MyMod.esp''' and check '''Fix NIFs''' and click '''Export'''
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  '''NOTE''': TES4Files cannot see files that are not referenced in the .esp file such as DistantLOD,
  '''NOTE''': TES4Files cannot see files that are not referenced in the .esp file such as DistantLOD,
  texture replacers, music files (unless referenced in script), and any
  texture replacers, music files (unless referenced in script), and any  optional/alternate files such as alternate EGM files for example. You'll have to copy those into this folder yourself.
  optional/alternate files such as alternate EGM files for example. You'll have to copy those
into this folder yourself.


7. Create an archive in the folder that contains the .esp (do not include the data folder and error/log files). Example:
7. Create an archive in the top folder that contains the Data subdirectory... make the archive contents the complete contents of the "Data" subdirectory. Example:


  '''Oblivion\Data\MyMod\Data\MyMod.7z'''
  '''Oblivion\Data\MyMod\MyMod.7z'''


The contents of the archive should look like this:
The contents of the archive should look like this:


  '''\MyMod.esp'''
  '''Data\MyMod.esp'''
  '''\MyMod Readme.txt'''
  '''Data\MyMod.txt'''
  '''\Textures\*'''
  '''Data\Textures\*'''
  '''\Meshes\*'''
  '''Data\Meshes\*'''
'''...more... (depends on mod content)...'''


8. Move your archive and readme to your upload area and delete the temporary export folder:
8. Move your archive and readme to your upload area and delete the temporary export folder:
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