Bsa extractor

Author: f | 2025-04-25

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Bethesda Archive Extractor is a modern BSA/BA2 extractor supporting Morrowind to Fallout 4. Author: jonwd7; Download: BSA Browser is a GUI Morrowind BSA archive

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BSA extractor or not BSA extractor - STEP Wiki

So, I was successful at installing the latest version of Convenient Horses to Skyrim SE.You do not need SKSE or SkyUI to use Convenient Horses, unless you wanted the advanced features like bound keys and what-not. You will get a Convenient Horses "power" that you can use to configure everything, as well as get conversation options for your followers.I downloaded (manual) the latest version of Convenient Horses (Convenient Horses v5_0 / Convenient Horses v5_0-14950-5-0.zip) and unpacked it with 7z.I extracted the BSA file into loose files (I still use "BSA extractor for TES 3,4,5 by Cynic v1.2"), which gave me a folder containing a handful of directories:- Convenient Horses_bsa-- interface-- meshes-- scripts-- seq-- sound-- texturesI then created a new, empty, Data directory. Moved the ESP and the ReadMe, along with the extracted BSA directories into my new Data directory:- Data-- interface-- meshes-- scripts-- seq-- sound-- textures-- Convenient Horses - ReadMe.txt-- Convenient Horses.espThen I archived the new Data directory with 7z, and gave it a slightly different name (Convenient Horses v5_0-14950-5-0_SSE_Patched.7z).Fired up Nexus Mod Manager and dragged the new file over, and then installed it to my game. Used LOOT to load sort, afterwards, of course.Then Launched Skyrim SE and loaded up my latest save-game.Once I got in-game, in the upper-left-corner of the screen I could see Convenient Horses doing its thing, adjusting horse factions and what-not - just like it normally does. It takes about a minute for this process to finish, letting you know its progress every few seconds or so. Just wait until it's done before doing anything else.Once it got to 100% and let me know it was done, I went into my Power menu and found the Convenient Horses power, equipped it, and used it.At this point I was presented with a pop-up full of options. Just go through setting up things the way you want. You won't be able to use the "Bound Keys" option, multi-tap will be your _ONLY_ option since we don't have SKSE or SkyUI-MCM yet, but multi-tap works perfectly fine.You'll be able to configure your horse options as well as your follower horse options. You'll also be able to further configure your follower's horse by talking to each of your followers. This step took me a little bit, since there's so many saddle options and armor options.Once that part was done I saved my game with a new name and then hopped on my horse. My followers called their horses and did the same, and we were all off to our first horse-mounted adventure! Been playing about an hour now and no problems what-so-ever. Bethesda Archive Extractor is a modern BSA/BA2 extractor supporting Morrowind to Fallout 4. Author: jonwd7; Download: BSA Browser is a GUI Morrowind BSA archive About this mod Work with oblivion archive files (.bsa) with friendly interface.With BSA Commander you can: - unpack files from archive (all files or any of them); - create new .bsa archives; - view content of .bsa files; - get detailed info about archive and save it to file; - register archive files for game; - you may associate BSA Comman Requirements Permissions and credits Mirrors Work with oblivion archive files (.bsa) with friendly interface.With BSA Commander you can: - unpack files from archive (all files or any of them); - create new .bsa archives; - view content of .bsa files; - get detailed info about archive and save it to file; - register archive files for game; - you may associate BSA Commander to .bsa files - BSA commander may work as command line utility[0.98.2] ADD: sort list of files in various modes FIX: updated version of ZLIB - solve some troubles[0.98] ADD: command line mode[0.97] FIX: files and dirs order ADD: flags wizards[0.96] FIX: individual compression file bug.PS: I don't have complete info about Archive Flags and Files Flags in .bsa header. You need enter their values manually. If you create compressed archive, it force to setting bit 3 in Archive Flags. your comments and suggestions to [email protected]

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User3906

So, I was successful at installing the latest version of Convenient Horses to Skyrim SE.You do not need SKSE or SkyUI to use Convenient Horses, unless you wanted the advanced features like bound keys and what-not. You will get a Convenient Horses "power" that you can use to configure everything, as well as get conversation options for your followers.I downloaded (manual) the latest version of Convenient Horses (Convenient Horses v5_0 / Convenient Horses v5_0-14950-5-0.zip) and unpacked it with 7z.I extracted the BSA file into loose files (I still use "BSA extractor for TES 3,4,5 by Cynic v1.2"), which gave me a folder containing a handful of directories:- Convenient Horses_bsa-- interface-- meshes-- scripts-- seq-- sound-- texturesI then created a new, empty, Data directory. Moved the ESP and the ReadMe, along with the extracted BSA directories into my new Data directory:- Data-- interface-- meshes-- scripts-- seq-- sound-- textures-- Convenient Horses - ReadMe.txt-- Convenient Horses.espThen I archived the new Data directory with 7z, and gave it a slightly different name (Convenient Horses v5_0-14950-5-0_SSE_Patched.7z).Fired up Nexus Mod Manager and dragged the new file over, and then installed it to my game. Used LOOT to load sort, afterwards, of course.Then Launched Skyrim SE and loaded up my latest save-game.Once I got in-game, in the upper-left-corner of the screen I could see Convenient Horses doing its thing, adjusting horse factions and what-not - just like it normally does. It takes about a minute for this process to finish, letting you know its progress every few seconds or so. Just wait until it's done before doing anything else.Once it got to 100% and let me know it was done, I went into my Power menu and found the Convenient Horses power, equipped it, and used it.At this point I was presented with a pop-up full of options. Just go through setting up things the way you want. You won't be able to use the "Bound Keys" option, multi-tap will be your _ONLY_ option since we don't have SKSE or SkyUI-MCM yet, but multi-tap works perfectly fine.You'll be able to configure your horse options as well as your follower horse options. You'll also be able to further configure your follower's horse by talking to each of your followers. This step took me a little bit, since there's so many saddle options and armor options.Once that part was done I saved my game with a new name and then hopped on my horse. My followers called their horses and did the same, and we were all off to our first horse-mounted adventure! Been playing about an hour now and no problems what-so-ever.

2025-04-04
User6582

About this mod Work with oblivion archive files (.bsa) with friendly interface.With BSA Commander you can: - unpack files from archive (all files or any of them); - create new .bsa archives; - view content of .bsa files; - get detailed info about archive and save it to file; - register archive files for game; - you may associate BSA Comman Requirements Permissions and credits Mirrors Work with oblivion archive files (.bsa) with friendly interface.With BSA Commander you can: - unpack files from archive (all files or any of them); - create new .bsa archives; - view content of .bsa files; - get detailed info about archive and save it to file; - register archive files for game; - you may associate BSA Commander to .bsa files - BSA commander may work as command line utility[0.98.2] ADD: sort list of files in various modes FIX: updated version of ZLIB - solve some troubles[0.98] ADD: command line mode[0.97] FIX: files and dirs order ADD: flags wizards[0.96] FIX: individual compression file bug.PS: I don't have complete info about Archive Flags and Files Flags in .bsa header. You need enter their values manually. If you create compressed archive, it force to setting bit 3 in Archive Flags. your comments and suggestions to [email protected]

2025-04-20
User7803

This has been giving me a headache for the past couple days now.I've rigged together a compilation mod of Roberts Male Body, Hgec ECup, and Protective Female Armours. The good news? The .esp works, and everything loads dandily when the mesh and texture files are installed as loose files.But when packing them into a .bsa? Nada, might as well be playing Vanilla. I've tested this repeatedly with a completely stock install.Wrye Bash's BSA Redirection? Nada.Redate the .bsa files (with the above), with Oblivion's given creation dates at 2006, and the compilation mod at 2017? Nada.Oblivion Mod Manager's BSA Redirection? NadaRedated the .bsa files again? NadaArchive Invalidation Invalidated? NadaRedated the .bsa files again? NadaI've tried the above steps again and again, with different levels of bsa compression, and with different tools. Doesn't matter if I use OMM's BSA Creator, BSAOpt, or BSACommander, the replacer .bsa won't load.It's right bizarre. I can access Shivering Isles and such, so loading new assets from .bsa files is working fine. But mesh and texture replacers won't work for me, unless they're loose. Which is a bloody nightmare, as I want to keep my data folder tidy. I do plan on making mods myself, after all.With Skyrim, .bsa files just worked, replacers and non-replacers alike. Fallout New Vegas? Archive Invalidation sorted that out right quick. It's only Oblivion that's giving me the finger.And yes, the file paths are correct. The BSA shows the topmost folders as Meshes & Textures, just like with the vanilla .bsa files. The filenames are as well, and appending " - Main" to it did nothing, nor did separating the files into two .bsa files, one for textures and the other for meshes.So aye, what do? I've upload an archive of the .bsa and .esp file to Mega, if anybody fancies poking around in there: Edited April 13, 2017 by FiftyTifty

2025-04-13
User1729

Utilize the same resources from a BSA file loaded from another mod? If the latter is the case, must the mod that "owns" the BSA file load before any other mods that want to make use of the BSA file? Or can the BSA file load at any time?Is there a logical limit to the size a BSA should be? Oblivion breaks up many BSA files into seperate meshes, textures, and voice files. Ultimately, once I finalize my list of mods, I want to streamline my BSA files so that I have a single Oblivion - Textures.bsa, Oblivion - Meshes.bsa, Oblivion - Voices.bsa, etc. But I don't want to break anything by doing this (there are seperate BSA files for DLC content, but I assumed this was just because the contect was released seperately from the main game, not because the files could not be merged into the original BSA files.And finally (for now at least), is there any reason that I have not considered why I should NOT be using BSA files in favor of individual files?Thanks in advance for your replies!-RMWChaos

2025-04-22

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