Editing BSA Files

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There are two ways to get the game engine to recognize your new .bsa files:
There are two ways to get the game engine to recognize your new .bsa files:
* The first is to simple match the filename to the name of your .esp.  So if your mod is named '''JunkyMod.esp''', name your BSA file as '''JunkyMod.bsa'''.  The game will automatically look for assets from the .esp in the .bsa.
* The first is to simple match the filename to the name of your .esp.  So if your mod is named '''JunkyMod.esp''', name your BSA file as '''JunkyMod.bsa'''.  The game will automatically look for assets from the .esp in the .bsa.
* The above method doesn't work for .esm files (see [[:Category:Data Files|Master Files]]), so there is a second method to use.  If your mod is named '''JunkyMod.esm''', you will want to create an empty .esp file (just open the GECK without loading anything and click save), and name it '''Junkymod.esp'''.  Then name your BSA file as '''JunkyMod - Assets.bsa'''.  You can change '''Assets''' to whatever you like, as long as the name of the .esm file is included at the beginning of the name of the .esp file.  This will trick the engine into looking up the assets for the .esm file in the appropriate BSA file.
* The above method doesn't work for .esm files (see [[:Category:Data Files|Master Files]]), so there is a second method to use.  If your mod is named '''JunkyMod.esm''', you will want to create an empty .esp file (just open the GECK without loading anything and click save), and name it '''Junkymod.esp'''.  Then name your BSA file as '''JunkyMod - Assets.bsa'''.  You can change '''Assets'' to whatever you like, as long as the name of the .esm file is included at the beginning of the name of the .esp file.  This will trick the engine into looking up the assets for the .esm file in the appropriate BSA file.


== ArchiveInvalidation ==
== ArchiveInvalidation ==

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