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

Re-corrected suggestions based on notes in talk page.
imported>MentalElf
(Simplify and clarify)
imported>Lhammonds
(Re-corrected suggestions based on notes in talk page.)
 
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3. Once done, click '''OK''' and close TES4Files, the following directory structure will be created:
3. Once done, click '''OK''' and close TES4Files, the following directory structure will be created:


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


4. Check the error.txt file to make sure there are no missing textures and such.
4. Check the error.txt file to make sure there are no missing textures and such.


5. Copy your readme file to the same folder as your .esp file since it does not grab text files, unless you name it "mymod.txt" (rather than "mymod readme.txt").
5. Copy your readme file ("MyMod Readme.txt") to the same folder as your .esp file since it will not grab that file.  It will copy it if named "mymod.txt" but it is not recommended since Oblivion Mod Manager and similar end-user tools expect the "readme" word somewhere in the filename.


6. Examine the mesh, texture and any other folders with a quick glance to make sure you see everything that should be there.
6. Examine the mesh, texture and any other folders with a quick glance to make sure you see everything that should be there.


  '''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 optional/alternate files such as alternate EGM files for example. You'll have to copy those into this folder yourself.
  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.


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:
7. Create an archive in the folder that contains the .esp (do not include the data folder and error/log files). Example:


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


The contents of the archive should look like this:
The contents of the archive should look like this which would allow the end-user to extract directly into Oblivion's Data folder if they wanted:


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


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