Bsa extractor
Author: s | 2025-04-24
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
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. 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]Kopi Date BSA Recipe and Extractor
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. Bethesda Archive Extractor is a modern BSA/BA2 extractor supporting Morrowind to Fallout 4. Author: jonwd7; Download: BSA Browser is a GUI Morrowind BSA archiveBSA CF2 Extractor Part No. - Airgunspares
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 My problem: 300+ mods with their meshes, textures, .esp, and .esm files making my Oblivion gaming life a nightmare - and Wrye Bash has it's ~256 .esp limit, so no help there. Well, some help.My Solution: Merge what .esp files can be merged, and archive most or all resource files into BSAs.While I know how to extract, modify, PyFFI the .nif files, and create new BSA files, there are some things that I don't know and would like to understand before I completely fubar my Oblivion install. So here goes...Are BSA files inherrently more efficient for Oblivion than individual files or quite the opposite? In other words, does the Oblivion game engine run more efficiently when files are stored as BSAs than as independent files in /meshes or /textures folders? Or does it really matter? Or do they actually slow the game down such as loading time, etc.? Does compression during BSA creation affect performance in any way, short of loading time?When installing a mod, we use some method of ArchiveInvalidation, either editing the ArchiveInvalidation.txt file, using BSA redirection, applying the ArchiveInvalidation Invalidated! mod, etc. Is this necessary if you create a BSA of mod files? Does a BSA file loaded in a mod automatically override the files in earlier loaded BSA files such as Oblivion.bsa? Or do you still need to use an ArchiveInvalidation method? Does using a BSA file defeat any of the above mentioned Archive Invalidation methods?If a BSA file is named the same as a mod (.esp or .esm) for instance "MyMod.bsa" and "MyMod.esp", do you still need to register it in Oblivion.ini, or is it only necessary to register BSA files that are not tied to a mod? As I understand it, Oblivion.ini BSA registration has a limit of like 256 characters. If all BSA files must be registered, is there a way to work around this limit?Does using a BSA instead of individual files defeat distantLOD generation (TES4LODGen)? Do I need to generate new LOD files with the files in the BSA unpacked first? Suppose one BSA file conflicts with another, and I am correct in assuming that the last loaded BSA file takes precedence ... how would that affect distantLOD creation?When loading mods with individual files, the last installed mod is the one whose meshes and textures are used because they overwrite earlier installed mods. The load order then does not affect the resources, just the .esp and .esm files. However, if instead each mod has it's own BSA file, then resources are not overwritten. So I assume that the load order now determines which resources are used. Is that correct? The BSA of the last mod loaded will override (not overwrite) earlier BSA files with the same internal resource names? Or does it result in other weirdness such as googly eyes?In order for a mod to make use of the resources in a BSA file, must the resoures be included in the BSA file attached to the mod? Or can a modBethesda Archive Extractor (BSA and BA2) - FileHippo
Unpack and repack .bsa files? I would like unpack .bsa and repack without compress for improve performance (.bsa files have 100% compression, meshes .bsa is 1,4GB default and unpack are 2,8GB) but I tried do it with FOMM and skyrim crashed on startup with .bsa files decompressed with FOMM. Anyone know .bsa tool working on Skyrim .bsa files? or we need waiting for new tools for Skyrim? Sorry for my bad english Queen Posts: 3480Joined: Fri Dec 29, 2006 1:00 pm » Mon May 14, 2012 10:41 am I would like unpack .bsa and repack without compress for improve performance (.bsa files have 100% compression, meshes .bsa is 1,4GB default and unpack are 2,8GB) but I tried do it with FOMM and skyrim crashed on startup with .bsa files decompressed with FOMM. Anyone know .bsa tool working on Skyrim .bsa files? or we need waiting for new tools for Skyrim? Sorry for my bad english Use a hex editor. FOMM sets the 5th bit to 67 and the 14th bit to 07. They should be 68 and 00, respectively, for Skyrim. Can't comment on whether uncompressing is actually worthwhile though.Least I think its the 14th bit...either way, change whatever bit is 07 to 00, in the first line. Catherine Harte Posts: 3379Joined: Sat Aug 26, 2006 12:58 pm » Sun May 13, 2012 9:08 pm Honestly, one should never modify the default BSAs. Extract the assets out, modify them, then drop them in the data folder in the correct directory structure and use archive invalidation to load them as overrides. dell Posts: 3452Joined: Sat Mar 24, 2007 2:58 am » Mon May 14, 2012 6:52 am Honestly, one should never modify the default BSAs. Extract the assets out, modify them, then drop them in the data folder in the correct directory structure and use archive invalidation to load them as overrides.I won't modify files, i would like unpack .bsa files only and repack without compress for FPS performance as oblivion. Epul Kedah Posts: 3545Joined: Tue Oct 09, 2007 3:35 am » Mon May 14, 2012 7:53 am Have your triedBSA Archive Extractor for Skyrim: Special Edition? :
Using OBMM or FOMM?Just move the BSA to a temp directory, back them up too.Make sure to note the file date on them and then use a tool to redate them to that.I'm curious how much compression are on them and which ones too. Milagros Osorio Posts: 3426Joined: Fri Aug 25, 2006 4:33 pm » Mon May 14, 2012 6:52 am Have your tried using OBMM or FOMM?Just move the BSA to a temp directory, back them up too.Make sure to note the file date on them and then use a tool to redate them to that.I'm curious how much compression are on them and which ones too.Yes, I tried with FOMM and crash the game on startup, compress is 100% (meshes .bsa is 1.4GB and unpack is 2,8GB) J.P loves Posts: 3487Joined: Thu Jun 21, 2007 9:03 am » Sun May 13, 2012 8:30 pm Yes, I tried with FOMM and crash the game on startup, compress is 100% (meshes .bsa is 1.4GB and unpack is 2,8GB)I promise, my solution in the first reply is why the game is crashing. I had the same problem. .bsa files for Oblivion and Fallout have a different file header then .bsa files for Skyrim. When you repack a .bsa with FOMM it assumes you're making a .bsa for Fallout, so it sets the headers for fallout. Skyrim tries to access what it sees as a fallout archive, and explodes. Just change the header bytes manually, problem solved. You can just open the mesh.bsa that you originally unpacked to see what the bytes should be, if you didnt follow exactly which ones to change. Hope Greenhaw Posts: 3368Joined: Fri Aug 17, 2007 8:44 pm » Sun May 13, 2012 8:50 pm Yes, I tried with FOMM and crash the game on startup, compress is 100% (meshes .bsa is 1.4GB and unpack is 2,8GB)You are not allowed to surpass 2GB AFAIK. Queen Bitch Posts: 3312Joined: Fri Dec 15, 2006 2:43 pm » Sun May 13, 2012 8:24 pm You are not allowed to surpass 2GB AFAIK.I know this and with .bsa animation unpack and. 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 Extracts BSA and BA2 archives. Click here to download BSA Extractor from nexusmods.com. Create a new directory inside NOLVUS TOOLS which will be Bsa Extractor. Extract the file BAE v0. .7z somewhere and copy its content into your NOLVUS TOOLS Bsa Extractor directory. You should have these files inside your NOLVUS TOOLS Bsa ExtractorLooking for BSA extractor recommendations - The Nexus Forums
IntroductionIn the realm of healthcare and medicine, the assessment of kidney function is of paramount importance. Two key parameters used for this purpose are the Glomerular Filtration Rate (GFR) and Creatinine Clearance. These values provide vital insights into the efficiency of the kidneys in filtering waste and excess substances from the blood. Calculating GFR from Creatinine Clearance or vice versa can aid healthcare professionals in diagnosing and monitoring kidney-related conditions. In this article, we will delve into the GFR to Creatinine Clearance Calculator, exploring its formula, how to use it, providing an example, and addressing some frequently asked questions.Formula:The formula to convert GFR to Creatinine Clearance and vice versa is as follows:Creatinine Clearance (CrCl) = (GFR x 1.73 x Body Surface Area) / 1.73Where:Creatinine Clearance (CrCl) is measured in mL/min (milliliters per minute).GFR stands for Glomerular Filtration Rate and is also measured in mL/min.Body Surface Area (BSA) can be calculated using various formulas, such as the DuBois and DuBois formula: BSA (m^2) = 0.007184 × (Weight^0.425) × (Height^0.725).How to Use?Using the GFR to Creatinine Clearance Calculator is a straightforward process. Follow these steps:Determine GFR Value: First, find the GFR value for the patient, typically obtained through blood tests and clinical assessments. GFR is a measure of how efficiently the kidneys filter waste from the blood.Calculate Body Surface Area (BSA): If not readily available, calculate the patient’s Body Surface Area using an appropriate formula, such as the DuBois and DuBois formula mentioned above.Apply the Formula: Plug the GFR and BSA values into the formula: CrCl = (GFR x 1.73 x BSA) / 1.73.Calculate Creatinine Clearance: Perform the calculations, and you will obtain the Creatinine Clearance value in mL/min.Example:Let’s illustrate the use of the GFR to Creatinine Clearance Calculator with an example:Suppose a patient has a GFR of 80 mL/min, and their Body Surface Area (BSA) is 1.7 m^2. Using the formula:CrCl = (80 x 1.73 x 1.7) / 1.73After simplification, the Creatinine Clearance (CrCl) is found to be approximately 136 mL/min.FAQs?Q1: What is Glomerular Filtration Rate (GFR)?A1: GFR is a measure of how efficiently the kidneys filter waste and excess substances from the blood. It’s a crucial indicator of kidney function.Q2: Why is Creatinine Clearance important?A2: Creatinine Clearance is used to estimate the rate at which the kidneys are removing waste and excess substances from the blood, helping diagnose and monitor kidney-related conditions.Q3: Can I calculate BSA manually?A3: Yes, BSA canComments
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.
2025-04-22About 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]
2025-04-14This 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