Oblivion (Elder Scrolls 4) TES4Files
TES4FILES is a tool that packages a mod for you, all
you do is tell it what ESM/ESP file to package and
*poof* all the files are copied into a subdirectory
suitable for zipping or raring up and sending off... !
When you select a mod and "export", TES4FILES
creates a subdirectory where it is located on disk
by the name of the module (without the esm/esp
suffix) and puts all the files needed for the mod
in their respective places. Upon completion
of the export, if you look in the subdirectory,
you will find the _log.txt file _error.txt file and
the subdirectory Data. All messages are in
the _log.txt file, only error messages are in the
_error.txt file, and all exported files are in
the Data subdirectory.
This tool is for packaging all files in a Oblivion Mod, or
uninstalling a Oblivion Mod. To automate the tedius
work of tracking what files belong to a mod. Now you
can add files to your working Oblivion area with
abandon, and know that when it's time to package your
work, only those files actually required by the mod
will be included in the released archive.
Just a note: it does not currently support game replacers,
like replacement textures, etc that overwrite game versions.
Since it uses the esp to determine what files to grab,
in addition to the "sound/voice/your_mod.esp/" directory,
these replacement type items go unnoticed.
Note that the stored information in TES4FILES for the
system data is Oblivion patched 1.1 Therefore this
should be the working status of your Oblivion area.
You have the ability to make a BSA archive of your mod!
Note that some NIF files will have texture path(s) using forward
slash. These don't work in BSA form.
Click "[x] FixNIF" to automatically
fix any NIFs that have this problem.
TES4FILES.zip V2.4 (1.24MB)
1. Easy Install
...nothing but an "exe" and a "readme" text file.
Unarchive the zip to a working directory for TES4FILES.
2. Easy Set Up
...no additional downloads! No additional stuff required!
Just run the program and browse to your Oblivion Data directory
with the FIND button.
3. Easy Mod Configuration
Click the box [X] for the mod esp you want to export,
click the [X] BSA and [X] Fix NIF boxes and EXPORT! Voila!

Version 2.4
Added support for "new race" type mods. This
includes grabbing the egm, egt, and tri files.
Version 2.3
Fix for mods with NPC/creature animations. These
".kf" type files are grabbed now even if they are not
referenced by the ESP (it appears this is the normal
case... doh).
Version 2.2
Feature addition, last revision V2.13... added automatic support for
ShiveringIsles, so that if you have that addition, any references
to objects in SI will be seen as Oblivion BSA type library files.
Also changed mp3/mid/wav StreamMusic script commands so that
including "data/music" in the path is treated properly.
Version 2.13
Also grabs normal maps with shorter names now.
These are normal maps shared between multiple textures.
Version 2.12
Allows the .addon feature files to be included in the BSA output.
In addition, a new check was added to the NIF texture scan.
Version 2.11
Fixes a couple problems with Oblivion Zombie and dog animations being
called errors, in addition to recognizing a "worldspace". Also,
any file which starts with the mod name is copied as well as the
esp or esm file.
Version 2.10
It can now generate BSA files for very large mods without a problem.
Version 2.07
Version 2.06 caused a problem, had to fix in a different way.
Version 2.06
Fixed a bug where [X] Add-on causes the added on stuff to be deleted
during Uninstall mode.
Version 2.05
Fixed bug where [X] Add-On was not checked, it would add on
"modulename.addon" subdirectory in any case, if it existed.
Version 2.04
Added ability to pick up music (mp3, wav, mid) and video (bik) referenced
in script.
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