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wolfmoonstar

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  1. SeventySix - Textures01.ba2, SeventySix - Textures02.ba2, SeventySix - Textures03.ba2, SeventySix - Textures04.ba2, SeventySix - Textures05.ba2, SeventySix - Textures06.ba2 Remove all of that. With the index file list, only input the mods themselves. You don't need any of the base file data.
  2. Hello everyone, As you know with the latest patches for 76, using the old system *1* doesn't work so well. I've been watching the forums here and Bethesda and it seems a few people found a way out of this. See *2*. *1* [Archive] sResourceArchive2List = SeventySix - blah blah blah...., mod1.ba2, mod2.ba2, etc *2* [Archive] sResourceIndexFileList = mod1.ba2, mod2.ba2, mod3.ba2, etc Note, you cannot use sResourceArchiveMisc or sResourceArchive2List in your 76Custom.ini anymore with this method, and you will not need to. Nor will you need to mod your Custom.ini after each patch. I have tested it with a few mods without issue from any of them. My archive list below: [Archive] sResourceIndexFileList = , UnderwearLight.ba2, HarnessDark.ba2, CapsTin.ba2, EnhancedBlood - Textures.ba2, EnhancedBlood - Meshes.ba2, Glowing Scorched.ba2, EVB76 - Meshes.ba2, EVB76 - Textures.ba2, Aster Visibility Retexture.ba2, TDress.BA2, GarbOfM.ba2, NoGoldMask.ba2, BlackWetsuit.ba2, BetterInventory.ba2, OldRepair.ba2, Ceanos - LootBag.ba2, NukaGirl_V2.ba2, BlackNGS.ba2, Prismatic_Lasers_76_DarkBlue.ba2 *** All credit goes to the awesome modders who discovered this and made my life easier...just wanted to pass on the information!
  3. I just discovered there has been a better solution found to this. Instead of using the ResourceArchive2List, use sResourceIndexFileList instead. This prevents having to redo the custom.ini every patch and works.
  4. is this something that we can potentially do fairly easily ourselves? Like if I just took all the mods I'm currently using is there a guide I could follow to pack them into a single ba2? Or is it a very complicated process Unfortunately, I have to say no. I tried it and it failed miserably. However, the trick now is not to use the old method at all. Delete the entire archive2 listing and use **sResourceIndexFileList = mod1, mod2, mod3** instead. No more needing to modify your custom.ini every patch.
  5. Ah ok, nice to know. Thank you a lot! You are welcome. Something to expect, the 1024 character limit is causing issues with mods. Essentially, you can have up to 1024 characters in one mod line, after that limit, any listed mods will not load. With the base ini growing, this means fewer working mods until we start repacking them into a single ba2.
  6. If you go to your \Bethesda.net Launcher\games\Fallout76 folder and open the Fallout76.ini file you can get the updated code. You want to copy the entire sResourceArchive2List section (see below) and paste it to the Custom.ini file. You will need to copy the new segment after every patch, but be warned, as more patches come the fewer mods will be able to load. This is a line break limiter in the code that is already affecting a few of us. [Archive] sResourceArchive2List = SeventySix - 00UpdateMain.ba2, SeventySix - 01UpdateMain.ba2, SeventySix - 00UpdateStream.ba2, SeventySix - 01UpdateStream.ba2, SeventySix - 00UpdateTextures.ba2, SeventySix - 01UpdateTextures.ba2, SeventySix - MeshesExtra.ba2, SeventySix - 02UpdateMain.ba2, SeventySix - 03UpdateMain.ba2, SeventySix - 04UpdateMain.ba2, SeventySix - 02UpdateStream.ba2, SeventySix - 03UpdateStream.ba2, SeventySix - 04UpdateStream.ba2, SeventySix - 02UpdateTextures.ba2, SeventySix - 03UpdateTextures.ba2, SeventySix - 04UpdateTextures.ba2, SeventySix - GeneratedMeshes.ba2, SeventySix - StaticMeshes.ba2, SeventySix - 05UpdateMain.ba2, SeventySix - 06UpdateMain.ba2, SeventySix - 05UpdateStream.ba2, SeventySix - 05UpdateTextures.ba2, SeventySix - 06UpdateTextures.ba2
  7. If you go to your \Bethesda.net Launcher\games\Fallout76 folder and open the Fallout76.ini file you can get the updated code. You want to copy the entire sResourceArchive2List section (see below) and paste it to the Custom.ini file. You will need to copy the new segment after every patch, but be warned, as more patches come the fewer mods will be able to load. This is a line break limiter in the code that is already affecting a few of us. [Archive] sResourceArchive2List = SeventySix - 00UpdateMain.ba2, SeventySix - 01UpdateMain.ba2, SeventySix - 00UpdateStream.ba2, SeventySix - 01UpdateStream.ba2, SeventySix - 00UpdateTextures.ba2, SeventySix - 01UpdateTextures.ba2, SeventySix - MeshesExtra.ba2, SeventySix - 02UpdateMain.ba2, SeventySix - 03UpdateMain.ba2, SeventySix - 04UpdateMain.ba2, SeventySix - 02UpdateStream.ba2, SeventySix - 03UpdateStream.ba2, SeventySix - 04UpdateStream.ba2, SeventySix - 02UpdateTextures.ba2, SeventySix - 03UpdateTextures.ba2, SeventySix - 04UpdateTextures.ba2, SeventySix - GeneratedMeshes.ba2, SeventySix - StaticMeshes.ba2, SeventySix - 05UpdateMain.ba2, SeventySix - 06UpdateMain.ba2, SeventySix - 05UpdateStream.ba2, SeventySix - 05UpdateTextures.ba2, SeventySix - 06UpdateTextures.ba2
  8. I am running into this same issue. I tried moving some mods to the sResourceArchiveMisc line but only a few work. Even switching to Word to edit my Custom.ini doesn't work. From what it appears, the standard ini files have reached a level of over saturation which is limiting the mumber of mods. Some suggest renaming the mod ba2 files to shorter names.
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