i hope if you dont mind me asking this but. are there things i should know before i package a mod to bsa? like is there a total bsa limit? or some other things?
Sure, don't worry. The limit you can't exceed in Skyrim is
2 GB per BSA file, and these are divided into two types: one that contains sound files, meshes, and scripts, which has the same name as the ESP (
[Dint999] BDOr_Hairstyles - Custom.bsa), and another that contains only textures, with the same name but with the addition of “- textures” (
[Dint999] BDOr_Hairstyles - Custom - Textures.bsa).
You must be registered to see the links
(which is what I use) is responsible for generating these files correctly and splitting them if they exceed the limit. If it is necessary to package them in several parts because they exceed the required size, they will be created with a number added to the file name, and a dummy plugin will also be created so that his content can be loaded ingame, which you must select in advance for this to happen (example
[Dint999] BDOr_Hairstyles - Custom - Textures0.bsa and
[Dint999] BDOr_Hairstyles - Custom - Textures0.esp).
You can also package your mod if it has multiple esp files. For example, imagine a mod like
Devious Devices, which consists of 4 or 5 esp files. In this case, the BSA files would be created using the first esp file in ascending alphabetical order (
Devious Devices - Assets.esm), resulting in something like:
Devious Devices - Assets.bsa
Devious Devices - Assets - Textures.bsa
Devious Devices - Assets.esm
Devious Devices - Contraptions.esm
Devious Devices - Expansion.esm
Devious Devices - Integration.esm
In order for these files to be accessible to the rest of the mod's esp, you must ensure that the loading order of this mod begins with
Devious Devices - Assets.esm first. This way, all associated content packaged in bsa is added to the game's virtual file system first, allowing the following mods (
Devious Devices - Contraptions.esm, Devious Devices - Expansion.esm, and
Devious Devices - Integration.esm) to access all the previously loaded content.
One thing to keep in mind about the two versions of Cathedral Assets Optimizer (stable and beta): while the stable version is rock solid and the beta “might” crash while you're packaging, you'll get better compression rate with the beta, so if I were you, I'd download both versions and try packaging with the beta first. One more thing: the beta version will take up all your CPU while it's working, so you'll hardly be able to do anything else while it's running. If that's a problem for you, use the stable version.
I would like to add something that I hadn't thought of before: avoid packaging animation mods such as Anubs Animation Pack, BakaFactory SLAL Animation, and in this case, Devious Devices, or at least, if you do, make sure to leave the entire directory tree along with the hkx files unpacked, or you will find that FNIS, Nemesis, or Pandora will not be able to access and process these animations.