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Mod Organizer and Archive Invalidation


drewsbrew

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Hello all,

 

I've been modding Skyrim a really long time but I'm just getting started with Fallout NV and I was hoping someone could clear up the archive invalidation for me. I'm using Mod Organizer and some people have said MO has a built in archive invalidation while others have said it doesn't work like that. Do I need to worry about archive invalidation, and if so what is it I need to do? Thanks in advance to anyone willing to help me with this! :)

 

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Let's see if I can't put it a little more clearly.

 

You need "Archive Invalidation" for FNV (and really all Bethesda games) for the same reasons as in Skyrim: to cause the game to use the "loose" mesh and textures (and other) files added by mods instead of the files with the same names that are stored in the game BSA files, which is it's default behavior.

 

As for how:

  • Mod Organizer (MO): Select your "Profile". Turn on "Automatic Archive Invalidation" in the "Configure Profiles" dialog. Close the mod manager.

Suggest you also take a look at the wiki article "FNV General Mod Use Advice" to learn about other differences between Skyrim and FNV you may not be aware of.

 

-Dubious-

Edited by dubiousintent
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Let's see if I can't put it a little more clearly.

 

You need "Archive Invalidation" for FNV (and really all Bethesda games) for the same reasons as in Skyrim: to cause the game to use the "loose" mesh and textures (and other) files added by mods instead of the files with the same names that are stored in the game BSA files, which is it's default behavior.

 

As for how:

  • Mod Organizer (MO): Select your "Profile". Turn on "Automatic Archive Invalidation" in the "Configure Profiles" dialog. Close the mod manager.

Suggest you also take a look at the wiki article "FNV General Mod Use Advice" to learn about other differences between Skyrim and FNV you may not be aware of.

 

-Dubious-

Thanks for the info, I'll check it out. I checked the 'Automatic Archive Invalidation' box in MO and it didn't seem to give me the desired result, I'll keep messing with it though, and thanks for the link to the wiki, it will be helpful!

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  • 2 years later...

Let's see if I can't put it a little more clearly.

 

You need "Archive Invalidation" for FNV (and really all Bethesda games) for the same reasons as in Skyrim: to cause the game to use the "loose" mesh and textures (and other) files added by mods instead of the files with the same names that are stored in the game BSA files, which is it's default behavior.

 

As for how:

  • Mod Organizer (MO): Select your "Profile". Turn on "Automatic Archive Invalidation" in the "Configure Profiles" dialog. Close the mod manager.

Suggest you also take a look at the wiki article "FNV General Mod Use Advice" to learn about other differences between Skyrim and FNV you may not be aware of.

 

-Dubious-

 

This. this has helped me. For that, I give you my thanks.

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  • 1 year later...

So, Beware of Girl still says there's issues with the archive invalidation even though I turned on automatic archive invalidation for MO2, should I just ignore that or am I missing a step?

You need to toggle (turn off/turn on) archive invalidation after you make any changes to any textures.

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I've heard it claimed that MO2 is supposed to automatically detect and toggle AI when there are changes to the "load order". That may or may not apply to other mod managers. The point is, when you have this problem it rather obviously is NOT working that way, or you have a different problem than AI. Therefor toggling manually won't hurt and may resolve the problem. It is too simple to try instead of bothering with "why isn't it working?" (If toggling does resolve the problem, only then is it worth taking up with the manager team by providing them with the details as to the specific circumstances and plugins involved. If they cannot reproduce the problem, then they cannot fix it.)

 

-Dubious-

Edited by dubiousintent
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