Fistandilius Posted June 6, 2014 Share Posted June 6, 2014 (edited) I've been reading (and saw in the FAQ at the top of the page) that you need to generate a new ArchiveInvalidation file whenever you create a new texture. Is this old information or is this still something you have to do? I started playing Skyrim before Fallout 3, NV, Oblivion, etc. and started learning how to mod with Skyrim and you pretty much just dropped the new textures into the appropriate texture directory (or created a bsa) and everything worked. Is ArchiveInvalidation just for LOD, or do you have to really do this every time a new texture (or texture set) is created? EDIT: Now that I think about it, I didn't have to do this to run a mod, so is there a way around it? Of course that mod is ToTW, so they may have done something in the install program to make it work. The only other mods I'm running is the 4gb patch, the anti-crash mod, and an unlimited companion mod. Edited June 6, 2014 by Fistandilius Link to comment Share on other sites More sharing options...
Destructionares Posted June 7, 2014 Share Posted June 7, 2014 The Archieve invalidation most of the times only need to be activated if you replace something big like a body patch : Breezes and others requires to deactivate Archieve Invalidation and activate it again , most of the times you don't need to worry about it since FNV is not as picky as Fallout 3 was , but like i said just keep it activated at all times using NMM or FOMM. Also , Archieve Invalidation sometimes can work differently depending on your FNV version so i suggest you don't mess around with it too much . Link to comment Share on other sites More sharing options...
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