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Into a file in 圎dit folder, so you need to do that only once.Īfterwards select all containers in Processed containers, and in Copy Check vanilla archives only (or any other archives youĭon't want to copy files from) in Processed containers list and click BuildĬhecksums, this could take several minutes because it internally unpacksĪll files and calculates their checksums. On Tue, Jul 10, 2018, 08:36 zilav wrote:Īssets manager can skip vanilla files, but it is supported for copyingĪssets mode only.
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ImportError: caused by ImportError(u'caused by TypeError('can only concatenate tuple (not "list") to tuple',)',) Mod = imp.load_source(fullname,filename+ext,fp)įile "bash\game\skyrimse\records.py", line 26, inįile "bash\game\skyrim\records.py", line 1117, inįile "bash\game\skyrim\records.py", line 1133, in MreHeader records import MreCell, MreWrld, MreFact, MreAchr, MreDial,įile "C:\Wrye Bash 308\Mopy\Wrye Bash Launcher.pyw", line 63, in load_module _setGame(name, u' Using %(gamename)s game:')įile "bash\bush.py", line 167, in _ setGameįile "bash\game\skyrimse_ init.py", line 71, in initįrom. Just getting the following error:īush.detect_and_set_game(opts.oblivionPath, bashIni, retCode)įile "bash\bush.py", line 176, in detect_and_set_game "C:\Steam\steamapps\common\Skyrim Special Edition\Mod Info Exports\Cutting Room Floor.achlist"Ĭ:\Steam\steamapps\common\ would obviously be the path to where the user has SSE installed.Īny file found in a folder in the project root should be included.ĭon't know if it's caused by this last push or something else, but it isn't starting up now. The files should be named the same as their plugin file for the mods they go to, and are stored in the Mod Info Exports folder. It should be more than sufficient to show what needs to be generated and in what format. I have attached one such file as an example, the one I use to package Cutting Room Floor. All they are are path names to files already in the folders, which means that adding a feature to the project menu to make these lists can save a considerable amount of time for SE mod authors who upload to. This can lead to forgetting files and getting wrong files included.įortunately the CK also has an option to import a file list that exists from a previous packaging session. Due to a bug in the CK, which Bethesda seems unwilling or unable to fix, that BSA file needs to be manually packed within the CK interface. Uploading a mod to requires an ESP and BSA pair. This is a feature request for some future time, but I hope it's simple enough to be something that can be done quickly by someone who knows how these things work.
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