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Archive Invalidation crash


sikma200

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I used to play fallout 3 normally with archive invalidation, but when I decided to play again, I installed some more mods, but they conflicted with some other mods I had so I removed them. I then noticed I didn't turn archive invalidation on, and when I turned it on, it causes fallout 3 to crash in the main menu intro, but never gets to the main menu. It just crashes in the first slide. I don't know if anything caused this because I only added and then removed the mods.

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Apparently, it doesn't matter if Archive Invalidation is actually on, as long as bInvalidateOlderFiles= is set to bInvalidateOlderFiles=0, the game will play, but the textures will still be "missing".

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Zealotlees ACR.

 

that's new, I have not seen it, install manner of overwrite is FWE /FWECOM. Craft should be installed with FWE

 

(Zealotlees ACR.) I need the link for that one to see what's in it. the above complaint does not match any data base concerning these mods with archive-invalidated programs.

 

FWE will run with or with out.

kitty

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required this:(http://fallout3nexus.com/downloads/file.php?id=12751)

And it also required this:(http://www.nexusmods.com/fallout3/mods/17748/?)

 

T3TForFWE: requirements:

Name: T3TForFWE

Author: The 3rd Type

Version: 1.0

Date: 5/22/2010

Cateogry: Balancing/Overhauls/Misc

Link: http://fallout3nexus.com/downloads/file.php?id=12751

Homepage: N/A

===============

Description:

===============

T3TForFWE is a series of Mods aiming to make small but high quality mods balanced

with the latest version of FWE.

 

===============

Details:

===============

As an avid player and developer of FWE, I've come to find high class mods that are just

shy of fitting with FWE. So I started making patches, and I decided to centralize them

all. Neat.

===============

Requirements:

===============

Fallout 3 Patch 1.7

FOMM

 

===============

Install:

===============

1. Open the Zip With FOMM

2. Activate it in the Package Manager Window

3. Arrange Load order.

4. Play!

===============

Un-Install:

===============

1. Start FOMM

2. Open Package Manager

3: Deactivate the Archive

4: Delete the package

===============

Compatibility:

===============

All "ForFWE" require the original mod, since they are mastered.

===============

Bugs/Issues:

===============

Nothing to Report thus far.

===============

History:

===============

1.0 5/22/2010 - Zealotlee's Weapons and AntiStar's DTO are balanced for FWE

===============

Contact:

===============

gmail: [email protected]

Skype: thethirdtype

Bethsoft/Nexus Forums: The 3rd Type

neotaku.com: The 3rd Type

===============

Recommended Mods:

===============

You're going to need the original mods, everything they require, and FWE.

So here are the links;

Zealotlee Armaments:

SVD Dragonov (Liken to the Sniper Rifle, Unique is liken

to Victory Rifle sans knockdown, requires CALIBR)

http://fallout3nexus.com/downloads/file.php?id=3759

MP5 Pack (Liken to the 10mm Submachine Gun, with slightly

varying stats for each of the 3 versions.)

http://fallout3nexus.com/downloads/file.php?id=5431

Adaptive Combat Rifle (Automatic Variants are liken to a

higher quality Chinese Assault Rifle, with graduating

system of accuracy based on barrels and scopes used similar

to the FWE/WMK style.)

http://fallout3nexus.com/downloads/file.php?id=11611

Antistar's Dragonskin Tactical Outfit:

DTO - Dragonskin Tactical Outfit (as durable as Heavy

Combat Armor MKII and as light as standard combat armor.

Still very expensive.)

DTO Standard as well as The Bonus Pack are Mastered,

you'll need both.

http://fallout3nexus.com/downloads/file.php?id=10183

===============

Credits:

===============

 

Thanks to Zealotlee for creating his weapons and sharing with the community

Thanks to Antistar for bringing my favorite combat armor to FO3.

Thanks to SteveDog for help creating the DTOForFWE.esp

Thanks to Kai, Del, shlangster, and Mez for letting me be a part of FWE.

Thanks to Bethesda for creating Fallout 3.

Thanks to InsanitySorrow for ReadMe Generator this readme is based on.

 

===============

Tools Used:

===============

 

FO3Edit

Fallout 3 ReadMe Generator

 

===============

License/Legal:

===============

 

This file is provided as is and the author holds no responsibility for anything

that may come to happen from using this file. All original mods are credited to

their authors first and foremost.

 

 

 

KDS Zealotlees ACR with Ironsights

Requires this:

 

DESCRIPTION:

==================

This mod simply makes the fantastic ACR by Zealotlee work with Ironsights.

This is just a quick re-upload of this old ironsights fix I made.(It was released in 2010... So it was over 2 years ago!)

REMEMBER: THIS NEEDS THE ORIGINAL MOD BY ZEALOTLEE

If something doesn't work quite right, replace my esp with the original from his mod.

Then tell me about it so I can fix it as I don't have the time to check the mod myself.

 

By now you should already know that the ACR is located in Hamiltons Hideaway (At least it was 2 years ago :P)

 

Installation/Uninstallation:

===================

1. Extract the files to fallout 3\Data\ (Click Yes if prompted)

2. Start your favourite launcher and place a checkmark beside the .esp file.

3. Have Fun. That's an order.

To Uninstall:

1. Delete the files/folders associated with the mod. (Refer to the file you downloaded)

2. Be ashamed! ;)

 

**!!REQUIRED and RECOMMENDED!!**

===================

Zealotlees ACR - Adaptive Combat Rifle (Yes you need this)

RH_Ironsights FOSE by Roguehallow (Yes you need this obviously)

Fallout Script Extender (FOSE)(and YES you should already have this because both the mod and Ironsights need it)

 

Credit:

====================

Thanks to the guys that develop NIfskope

Thanks to the guys that worked on the GECK

Thanks to Zealotlee for the amazing weapon

Thanks to my brain for being awesome.

 

Disclaimer:

====================

You cannot do anything with this without first asking Zealotle (or checking out his credits and permissions section of his mod)

The models belong to him, I simply edited them with his permission 2 years ago.

I cannot speak on behalf of him.

If he gives you permission, you are permitted to use these models if you intend on needing RH_Ironsights. Just throw me credit too if you do.

 

With that much information, I'd say you messed up, might want to go at it again, start over , and this time read things a bit better, get all you can while you can, because some mods dispensary after a while, and any mod that depends on OTHER mods will fail to work with out their masters ,this include invalidating data "not there toooooooo---Invalidate in the first place, you use invalidated to prevent the games bsa archives from overruling the lose additional mods your installing, other wise nothing will show up in game, some data does in fact show up even without invalidated Enabled, but if you run a game in this manner, this data is stored in your saved game, so it does need only that, if it required other data and you saved the game with corruptions because of missing data and suddenly this missing data is applied? the game will just have fit's freeze, cough, sputter,stutter, choke ,CTD. etc....

 

so I am downloading all of these extra missed mods and will compile them into a single game with just what you listed here.

I do not think I will find any problems with all the chess pieces on the board.

kitty

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I actually had the FWE and Zealotlees ACR removed from my game when the crashing started...

tell me then, did any of these mods over write any data when you first installed them?

 

 

I installed some more mods, but they conflicted with some other mods I had so I removed them.

That there tells me you did install them so if any thing got overwritten, do not expect an uninstall to remove the overwritten data, there is no Undue here, once done is done. once a menu /xml gets overwritten ,it is not replaced when a mod is uninstalled or unchecked, these things all have a definite impact on the game.

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  1. Mod (a) contains a bucnh of files That Mod (b) will overwrite.
  2. Mod (b) Over writes files in Mod (a).

Conflicts show up in a tools of some sort otherwise you would not know of it. So you uninstalled the offending mods Correct?

  1. Unstalling Mod (b) removes it's files and the very same files contained in Mod (a) folder.
  2. Mod (a) is left in place and now is missing all of it's files because Mod (b) was now the owner of Mod (a's) files.

No files = crash city.

FWE overwrites a ton of stuff. the mods to posted and subsequently have downloaded and am inspecting , over write it's files too, along with Righthand ironsights files, not to mention a few others not even related to these mods.

 

you understand now?

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