Can confirm, I just upgraded MO2 to v2.5.0, and I am getting "failed to initialize plugin H:/MO2/plugins/bsa_extractor: ModuleNotFoundError: No module named 'PyQt5'.
So sadly I only found this after having built my modlist already, is there a way to essentially run this on every mod currently installed to check for a bsa to unpack?
I don't know what to say really, I got it working by just following the instructions given. You unpack the zip into you MO2 plugins folder, restart MO2 if it's open, then when you install a mod with an archive, you get a popup asking if you'd like to unpack it.
I've since wrote a script to go thrtand unpack every mod I have installed. I'm just waiting until I add a repackage option before I share it. This so I can unpack everything, resolve all file conflicts, then repackage it all so there are no loose files anymore.
i unziped dropped "plugins" into MO2 root folder, which should of placed it properly from there if the folder structure was set proper. says failed to initialize plugin, Modulenotfound: No module named PyQt5
other stuff like: <frozen importlib_bootstrap>(241)
You'll want to look for the plugin folder inside the main MO2 install location. I just checked and there are no instructions on the description here, which is kind of unhelpful but eh. I can't check exactly right now but there is a dedicated "plugins" folder within the MO2 install folder, that's where the files need to go to be picked up correctly.
It seems Fudgyduff has their account set to not receive personal messages. So my apologies but I guess I'll have to make this a public message instead, here's what I tried to message you:
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Greetings,
I'm halfway through putting together a script that uses your BSA extractor ddl file to unpack all BSA's in every installed MO2 mod. This is mainly for my own use but I thinking, if you gave it the ok, I can look at making this a full MO2 plugin and releasing it. I imagine a few people might have the same desire as me to unpack everything and manually resolve all file conflicts.
My next step is then setting up a way to repack everything into BSA's, but that's for after I've got this fully working.
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It'll probably take me awhile to finish putting things together, so let me know if you'd prefer I didn't release it publicly and I'll just keep it for my own use. Although I'm thinking I might be able to setup the plugin version to just use the original ddl file from this mods instillation instead of including a copy, making installing this a requirement and removing any need to copy or duplicate your mods assets. So I'll likely look at that once I start on the plugin version.
aragonit: If you track my profile you'll get notified when I eventually do release my MO2 plugin. It's kind of expanded into a catch all for all the tools I'm making while I build my mod list. I'm planning to post it once I've actually finished the damn mod list, because I keep adding additional features as I encounter use cases that just need processes applied en mass. For repacking the BSA's though, I ended up just using Cathedral Asset Optimizer๏ปฟ since I'm running everything through it anyway
Another nice plugin from you. I think this plugin doesn't work when it extract file name include latin alphabet like รก or รฑ. I got error message when I extract "Celtic Music in Skyrim"
return buffer.raw.decode("ascii") UnicodeDecodeError: 'ascii' codec can't decode byte 0xb4 in position 0: ordinal not in range(128)
No, because, latin character was included "in the bsa files". I mean, bsa file name was "Celtic Music" but it includes some files that have latin character. I've solved this problem with "Bethesda Archive Extractor".
How viable/ possible, is it to modify the engine to make a single draw call for all static objects in a ugrid? Right now ugrids receive individual draw for every single unique static object in any ugrid, which can halt performance at a limit of objects on screen. This is circumvented today in modern games with either using vulkan's api or batching multiple objects in a single draw call. How viable or possible is it to modify the engine to achieve this batch draw call for all static objects in a ugrid in skyrim special edition? I ask you as u seem to be very knowledgeable of modding skyrim on an engine level.
This kind of change would negatively impact the moddability of the game. See Fallout 4's precombines for an example of how rendering optimization techniques can have this negative impact.
63 comments
And thanks goes without saying to Ryan for the actual mod!
Unarchived to MO2 folder for sure
Solved from RPGMasked Fan updated file.
Just scroll down, and there's comment & link for his files.
I've since wrote a script to go thrtand unpack every mod I have installed. I'm just waiting until I add a repackage option before I share it. This so I can unpack everything, resolve all file conflicts, then repackage it all so there are no loose files anymore.
says failed to initialize plugin, Modulenotfound: No module named PyQt5
other stuff like:
<frozen importlib_bootstrap>(241)
---------------
Greetings,
I'm halfway through putting together a script that uses your BSA extractor ddl file to unpack all BSA's in every installed MO2 mod. This is mainly for my own use but I thinking, if you gave it the ok, I can look at making this a full MO2 plugin and releasing it. I imagine a few people might have the same desire as me to unpack everything and manually resolve all file conflicts.
My next step is then setting up a way to repack everything into BSA's, but that's for after I've got this fully working.
---------------
It'll probably take me awhile to finish putting things together, so let me know if you'd prefer I didn't release it publicly and I'll just keep it for my own use. Although I'm thinking I might be able to setup the plugin version to just use the original ddl file from this mods instillation instead of including a copy, making installing this a requirement and removing any need to copy or duplicate your mods assets. So I'll likely look at that once I start on the plugin version.
I think this plugin doesn't work when it extract file name include latin alphabet like รก or รฑ.
I got error message when I extract "Celtic Music in Skyrim"
return buffer.raw.decode("ascii")
UnicodeDecodeError: 'ascii' codec can't decode byte 0xb4 in position 0: ordinal not in range(128)
AKA renaming the file and substituting an ascii for non-ascii?
I mean, bsa file name was "Celtic Music" but it includes some files that have latin character.
I've solved this problem with "Bethesda Archive Extractor".