PackItUp - BSA BA2 PowerShell

by DM·v1.0·Updated 2018-08-28

Powershell script to assist in creating MODS of batch file archives.

Screenshots 2 screenshots

About this mod Machine translation

Powershell script to assist in creating MODS of batch file archives.

From the readme file

What does it do?

This script is intended to enhance mod developers' ability to bulk package their mods easily.

The original concept was to use a temporary location and locate the script to that path and have it generate an appropriate archive that could then be distributed. It has been further developed to allow for multiple game modes (currently Skyrim, Skyrim SE and Fallout 4) as well as script-definable and command-line specified settings.

How does it work?

You just need to edit the script file and change the default parameters in the header to run it. It will then generate a packing list of files and then call the archive tool for the game you specified. Therefore, create the target BSA/BA2 defined in the script defaults.

Another option is more targeted at advanced developers with batch script usage and needs. You can use the same script and call it with command line arguments to specify: game type, output path, output bsa file, list of excluded filenames, exclusive mode, mod data folder (where you want it to be), compression flags for main and/or texture files, options to split textures into separate files.

Nothing to do.

It does not validate the texture files in the texture folder in any way. When packaging a detached texture archive, an error will be generated if any invalid files are present. You can use file exclusion variables to aid processing if they are of certain types (such as Thumbs.db) or alternative versions (such as *.tga).

It does not handle conversion to XBox compatible formats. You should use the CreationKit archive menu option to do this. It has many different features to handle XBox specific changes.

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From the README

What does it do?

This script is designed to enhance the ability for a mod developer to easily batch pack their mod.

The original conception was to use a staging location and target the script to that path and have it make the appropriate archive that can then be distributed. It has been further developed to allow for multiple game modes (Skyrim, Skyrim SE, and Fallout 4 currently) as well as script definable and command line specified settings.

How does it work?

You can simply edit the script file and change the default parameters in the header and run it. It will then generate a packing list of files and then call the archiver tool for the game you have specified. Thus creating the destination BSA/BA2 as defined in the script defaults.

The other option is targeting more for the advanced developer who has a use and need for batch scripting. You can use the same script and call with command line arguments to specify: the game type, output path, output bsa file, exclusion filename list, exclusive mod mode, mod data folder (anywhere you want it to be), compression flag for main and/or texture file, option to split textures to separate file.

What it doesn't do.

It will not validate the texture files that are in the texture folder in any way. When packing to separate texture archives if any invalid files are there it will produce an error. You can use the file exclusion variable to help deal with that if they are of certain types, such as Thumbs.db, or alternate versions like *.tga.

It does not handle conversion to XBox compatible formats. You should use the CreationKit archive menu option to do that. It has a multitude of different things that are done to handle XBox specific changes.

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
PackItUp - BSA BA2 PowerShell存档脚本
File size
9.4 KiB
SHA-256
b10568cc45c155aec8e903dc95caa0d3e32a1a8e12df53dfb629cb66811bb468
Stored at
2026-10-10 06:08