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Mods can't activate it...


kynem

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Huhu,

 

so.. i have made all the parts of the instruction for a mod/texture. But i can't see the result ingame whatever i made :(

 

Just the archiveinvalidation makes headache for me i have activate it! but the txt file is empty. How can i activate the mods with archivinvalidation ? All mods which i downloadet have no file for archiveinvalidation :(( is that automaticly ?... i dont know..

 

i hope so for help :(

 

and sry for my bad english... i become soon after a ticket for england than i can improve my language hihi ;p

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Ok simple instruction:

 

- Archive invalidation must be toggled just once. With the archive invalidator or with the FOMM. And you can forget about it once you did it. The text file should be opened with notepad and it´s located on your documents/your games/fallout folder.

 

- You should check that you unpacked your .bsa files with the FOMM. Notice that sometimes you get a "texture" folder instead of "textures" which can compromise the mods so make sure that your folder is the same of the mods.

 

- Then you have to apply the textures/mods you downloaded, normally unpacking the rar/7z content into your data folder.

 

So an example:

 

-You open FOMM, toggle archive invalidation on, and you unpack the .bsa files (textures.bsa, meshes.bsa, etc.).

 

- You download a mod and see inside de zipped file something like this:

 

[textures]

[meshes]

armpithairformutatns.esp

 

- And you extract it all into your data folder.

 

- If you are asked to overwrite do it. But make sure that in the data folder you have "textures" and not "texture". If you have "texture" rename it to "textures" so it an work properly.

 

- Open FOMM again (close it first if it was open alredy) and check the "armpithairformutants.esp" aswell as the other esp/esm like fallout.esm or the DLCs esm´s.

 

- Click "launch FOSE" on the FOMM.

 

If you did well all the previous steps idk what is going on.

 

Hope it worked. Cheers.

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Hi Nail.

 

thx for the quickly post :)

 

Im using now your mehtod. I have extract now the orginal .bsa files (texture, meshes) etc. but this is over 700 mb >.> however its same^^

 

So.. i have toogled first invalidation than extract the orginal .bsa files to new folder on /data example: Textures to textures etc..

 

and now i can extract the mods to data folder with no probs ?

 

But still I am not sure whether this was right.. or whether i have misunderstood you

 

The ArchiveInvalidationInvalidated!.bsa is ever 1 kb...

 

And thanks for the fantastic support :)

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The mods usually work like that:

 

There are mods which modify the original content of Fallout 3. To do this, they need to overwrite the content which is located in compresed files called xxxx.bsa. That´s why you need to unpack those files so the content can be overwritten.

 

Althought, there´s a file (fallout.ini) which disallows to detect and apply these changes. So you need to find some lines in that .ini file and write "1" instead of "0".

In binary "0" means false and "1" means true, so if you have in the .ini file bInvalidateOlderFiles=0 it is telling the game that this statement is FALSE. So the game won´t invalidate the older files and ignore the new ones in order to use the original files.

 

That´s why some lines have to be changed to "1" (true), so it tells the computer to use the new files we are bringing to the game.

 

This .ini file, thought, it´s not the .bsa you meaning. It´s located on "My documents/My games/Fallout3/Fallout3.ini (or something like that but NOT IN YOUR MAIN FOLDER WHERE YOU HAVE THE GAME INSTALLED).

 

Ok, knowing this maybe you understand better the reason of unpacking the .bsa files and overwritting.

 

Not all mods overwrite files, you will be awared of the replacement in the description of each one. For example there are mods that improve textures and they overwrite the original ones and there are mods that add new content and only have to be placed in the right folder without needing to overwrite anything.

 

In any case, you will have to unpack the files in your data folder. That´s what I told you before. You will be told to overwrite even if you aren´t overwriting anything because the folders will have the same name so don´t worry, unpack and overwrite.

 

Usually, you will have a file called xxxx.esp or even xxxxx.esm. These files place new content on the game and need to be activated. For example a mod which adds a flying purple cow with nosebleed will have the meshes of the model (let´s say the "solid 3d part") and the textures for it (the "color") placed in the right folders. But in order to see it in the wasteland or wherever you have to tell the game to place it wherever so you need a file that switch this content on and off to place it in the game. That´s the last step: activating the file in the FOMM program and placing it in the right order.

 

Normally .esm are master files and have to go first and .esp files go last, unless you are told to place it in some order by the modder.

 

 

So.... That´s the best I can explain myself in english. Hoped you understood and it wasn´t too long.

 

Hope you enjoy your game/mods with this ^^

 

Cheers.

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Big thanks Nail the mods correctly working now! and now i have understood the correctly instruction for installing a mod or something but that all was complicated a little^^ hm.. earlier i could instal the mods lighter maybe has changed in it.

 

over again to many thanks for the support! - and sry for the bad english from me ;p hope you have understood a little what i have written here^^

 

greetz

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