MythicCynic Posted December 5, 2018 Share Posted December 5, 2018 Before we begin, my entire intent here is to end up with custom ba2 files that merge multiple mods worth of functionality into coherent "units". To this end, baka file tool obviously falls a bit flat. When loose files began taking off and extracting things from mods no longer had to be a pain-staking process, I took to trying to make my own custom ba2 unit files. I would do things like combine all of the "glowing items" type mods and make a GlowingThings.ba2 file that encompassed the functionality of all of them. I use Archive2 to accomplish this, simply creating a new ba2 file and importing the folders of the relevant loose files. I have been doing this for a while and I've noticed a slight bit of oddity in the way it functions and, having a limited background messing with this stuff, was hoping I could find someone with some answers here. The dilemma is this: While the folder layout of several mods is obvious, there are a handful that when put into individual ba2 files I just can't seem to make work for some reason. As a specific example of this, I attempted to combine a few different Power Armor HUD mods to get rid of the incredibly annoying aspects that the 21x9 unofficial mod has not been able to address (the metal and vignette). I use Power Armor Clean HUD and No Vignette for Power Armor in order to accomplish my desired effect. The normal installation procedure for these two mods is to open SeventySix - meshes02.ba2, SeventySix - Textures 01.ba2, and SeventySix - Textures05.ba2 to manually replace the files by adding the folders as directed. When done in this sense it works fine but you can't quickly and easily remove that specific functionality without restoring your ba2 files (whether that be via copies kept or using the "scan and fix" feature via the Bethesda Launcher). For these I intended to simply solve the issue by creating a custom ba2 archive with the same folder path layout as the files would have when added to the relevant SeventySix ba2 file. For some odd reason however this approach does not work in this specific instance. Doing the same thing for the glowing items works wonderfully. Of course omitted from the above is the step of adding the following lines to the Fallout76Custom.ini file: [Archive]bInvalidateOlderFiles = 1SResourceArchiveList2 = CustomModset1.ba2, CustomModset2.ba2, etc... If I am missing something why these particular mods will not work but others do I'd very much appreciate the info Link to comment Share on other sites More sharing options...
Erenyx Posted December 8, 2018 Share Posted December 8, 2018 i'm having a similar problem. I can't get any of my retextures to work after packing a custom .ba2. I have retextures from other people with .ba2 files that have just the modded texture and folder structure and they work lol. My mod works when i inject them into the default texture archive but the game will not load my custom .ba2's. I have them listed in my custom ini as well. Any help from anyone would be great. Link to comment Share on other sites More sharing options...
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