I doubt that ArchiveInvalidation is related to your collision problem. Archive Invalidation is a method for overwriting vanilla textures with replacers, new meshes or meshes that don't actually incorporate a new texture in place of the vanilla texture don't require it. As in, it is something for texture replacers or body modifications such as Type 3. If I remember correctly, FOMM has a working ArchiveInvalidation button incorporated into the program that will make the ini changes for you. Also, a red exclamation mark usually means that there is no mesh in the directory of whatever file you have placed in GECK, or that it isn't done properly and will not show up. Here are the lines for how I set up Archive Invalidation in my Fallout New Vegas ini if you need them though, although you will require a blank.bsa of the same name. [Archive] SInvalidationFile= iRetainFilenameOffsetTable=1 iRetainFilenameStringTable=1 iRetainDirectoryStringTable=1 bCheckRuntimeCollisions=0 bInvalidateOlderFiles=1 bUseArchives=1 SArchiveList=Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa, ArchiveInvalidationInvalidated!.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa Nevermind, I'm just being stupid ATM, it invalidates old files with newer ones, not just textures. So, it could probably fix your problem. Maybe. I don't know, I'm dumb.