GhostlyTime Posted November 5, 2010 Share Posted November 5, 2010 For starters, this is my first PC game trying to use mods in it. I've been trying to get a few mods to work lately.For the most part, I have a general idea on how the mods work: meshes are .tif files, textures are .dds and .kf files, and the .esp's load up with the FalloutNV.esm when the game starts.When I download a mod, I unzip everything and put it into a premade folder, remove all the meshes and textures from their respective folders, and move everything into the Data folder.I also have NVMM, so when I check the mods it's holding, each one is there(I can also check them in the Data Files on startup). But when I check the load order report, it says "This mod does not exist in the current template." (along with the falloutnv.esm bit)I'm pretty sure this is why weapons come up as the exclamation error and armor makes my body invisible. Does anyone have any ideas on how to resolve this? Link to comment Share on other sites More sharing options...
Fraktyl Posted November 5, 2010 Share Posted November 5, 2010 Ignore the "This mod does not exist in the current template". It's hard to explain what it's comparing the list too without getting too lengthy. You said you remove the textures and meshes? Those are needed so you don't see the ! points. Or am I misreading that? Also, have you set up either the ArchiveInvalidationInvalidated!.bsa fix or an ArchiveInvalidation.txt file? One of those options will need to be done for textures/meshes/etc to override the default ones. Link to comment Share on other sites More sharing options...
GhostlyTime Posted November 5, 2010 Author Share Posted November 5, 2010 Ignore the "This mod does not exist in the current template". It's hard to explain what it's comparing the list too without getting too lengthy. You said you remove the textures and meshes? Those are needed so you don't see the ! points. Or am I misreading that? Also, have you set up either the ArchiveInvalidationInvalidated!.bsa fix or an ArchiveInvalidation.txt file? One of those options will need to be done for textures/meshes/etc to override the default ones.I have the meshes and textures in the Data folder, they're just not in a seperate mesh/texture folder within the data folder. No I have not. Where and how would I go by doing those? Link to comment Share on other sites More sharing options...
Fraktyl Posted November 5, 2010 Share Posted November 5, 2010 You'll need to put the addons into the \Data directory exactly like they are in the archive. So textures will go into the \textures directory. Use the same directory structure that the addon does. IE:Archive has:\textures\armor\MyNewArmor\armor.dds You have to have that exact same structure under your data directory or the add on will not work. If you are using NVMM, then there should be a button that says Toggle Archive Invalidation. Click that and it should configure your ini files correctly and add the dummy bsa file. I believe that works. If not:Archive Invalidation Or check this:FAQs from Mod Talk forum Link to comment Share on other sites More sharing options...
GhostlyTime Posted November 5, 2010 Author Share Posted November 5, 2010 You'll need to put the addons into the \Data directory exactly like they are in the archive. So textures will go into the \textures directory. Use the same directory structure that the addon does. IE:Archive has:\textures\armor\MyNewArmor\armor.dds You have to have that exact same structure under your data directory or the add on will not work. If you are using NVMM, then there should be a button that says Toggle Archive Invalidation. Click that and it should configure your ini files correctly and add the dummy bsa file. I believe that works. If not:Archive Invalidation Or check this:FAQs from Mod Talk forumOkay I did everything you said. And everything frickin' works now!I wasn't merging anything together. Now I did and everythign works.YOU. ARE. THE. MAN. Link to comment Share on other sites More sharing options...
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