There are a number of flags that must be set correctly for your BSA(s) to work properly depending on what kind of assets they contain.
For example if your mod is named NameOfYourMod.esp or NameOfYourMod.esm:Ī single plugin can have any number of BSA files associated with it, it is not necessary to create additional plugins to load more than one BSA. It is important to name your BSA files correctly so the game recognizes them, use the same system as the vanilla game. You'll want to leave your files as loose assets while creating and editing your mod.
Using uncompressed BSA (no zlib) will further increase performance on modern systems which have higher throughput than zlib can provide. This requires less memory and also increases performance as less file handles are open and seek times are faster.
It is possible to override this behavior by using Archive Invalidation, in which loose files containing the same folder structure will override BSA content. BSA files are archives which are packed in a single file with a directory and file structure, optionally compressed with zlib compression.īy default, the game will load BSAs in the order their associated plugins are ordered, with BSAs loaded first overriding conflicting files in subsequent BSAs, if present. ogg), fonts (.fnt), facegen (.ctl), lipsync data (.dat), text (.txt), speedtree (.spt), and dlod (.dlod) settings. This includes textures (.dds), meshes (.nif.