Jump to content

Missing some custom textures even though installed (Archive Invalidation)


mikeeee1231

Recommended Posts

Hello, i wasted hours and hours of my life trying to fix this problem.
I got new problems and errors that i kinda fixed but now i'm back at where i start.

I have some custom textures that works while some other doesn't, Pipboy textures replacer (no esp) works while most of the rest doesn't.
Weapons Retexture + wmx worked before but not anymore, never been able to make wasteland clothing retexture works and some of the other stuff doesn't work.
weapons retexture + wmx works only for few weapons when actually modding with all the weapon mods.

Yes everything is installed properly, no i don't get red, purple or whatever errors, i only get the original textures and for some such as the weapons (wrp) messed up textures but no red errors either.
I think i'm able to fix the wrp error but what's really pissing me off right now is why it won't work, no matter what i do, no matter what i change, nothing.

I use the gold ol' mod manager (FOMM.exe), i had the Nexus manager on my computer but uninstalled it, i don't know if it left some cfg or something i should remove, other than that, i do have Mod Organizer installed but never used it with New Vegas, i did used LOOT though, also, i recently installed Vortex (new mod manager from Nexus), i'm telling about them in case it may have to do something with them.

I tried reinstalling and all, nothing.
I tried the two archive mods found on the Nexus, nothing.

I tried adding the same thing in all three ini (i also had an ini called FalloutCustom.ini, no idea why considering i've never seen it before, deleted it and it never created itself again, probably was created because of some tools).

Here's what in all three ini.


[Archive]
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa


I also tried with


[Archive]
SInvalidationFile=
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa


and


[Archive]
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=Fallout - AII-FNV!.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa


also tried with different named .bsa (ArchiveInvalidation!.bsa for example, etc) but they're all the same in the end.

Can someone please help me!? I'd really appreciate if someone has the answer i'm looking for!

Link to comment
Share on other sites

The following is a "boilerplate response" to a very common problem. Take it with the appropriate grain of salt, but it DOES apply, based upon the information you have provided.

 

"Texture packs" don't usually show up in the "load order". (They are replacing vanilla assets; thus they overwrite existing files.) And the issue with them is what size/resolution of the images you are using. Larger/"hi-rez" textures require more pixels, and larger screen display monitors multiply that requirement in a non-linear way. While your hardware may technically be able to handle it, the game was published in late 2010, designed for Windows Vista with maximum screen displays of 1920x1080, with default image sizes of 512x512 pixels. The game engine texture cache tends to be the bottleneck: "leaking memory" and causing "stutter". Please see the wiki "Display resolution versus Image Size" article.

Because "Texture/Mesh" replacement mods replace vanilla versions of those files, you absolutely have to toggle "ArchiveInvalidation (AI)" off-and-then-on again after installing or removing one of them so it recognizes that there are loose files (added by the mod) which have to be used in place of the vanilla files in the BSA files or are no longer there and the BSA files should be used instead. That failure to toggle is the most common reason behind most "not working problems". This is usually evidenced by red "!" icon for missing meshes, and solid colors for missing textures, or "messed up" textures. This "ArchiveInvalidation" mechanism is incorporated in all the currently used mod managers, so there is no need to (and problems arise if you do) install older mods to provide that capability. ONLY USE ONE METHOD of AI, especially if you have multiple mod managers installed. Otherwise they will conflict, as they use their own "arbitrarily chosen" names for the AI BSA files. (There is not a standardized name used among them all.) Please see the 'ArchiveInvalidation (by Manager)' section and also see the 'Checklist Item #15 & 16' entries in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

The only other reasons for mods to have these "missing element" error indications are that you failed to install all the necessary files (such as an ESM or BSA file), or they aren't in the correct location.

In the case of (for example) "Weapon Retexture Project" (WRP) v1.95, the package has a "non-standard" folder structure. (Not an uncommon mistake by mod authors, so learn from this.) The game (to include most mod managers like NMM, MO, and FOMM) is expecting the top level folder of an archive package to be standardized, folder names such as "Textures" or "Meshes", or ESM/ESP/BSA files. It assumes they are being placed under the game "Data" folder. This example package starts with a "RLS" folder, which the game does not recognize, and so it places that as the "top level" under "Data". (Sometimes this is the author's name or initials, other times it's the mod name and version, but anything unexpected is treated the same way: as a new folder or file.) Most likely when the files are "installed" but aren't found correctly, something similar to this is your problem. Unpack the mod archive (WRP in this instance) to some other location and then either rebuild the archive so the top level folders are "Textures" and "Meshes" (in other words, without the "RLS" folder from WRP at all), and then install with your mod manager, or manually drag those two folders into the game "Data" folder.

The text file under the WRP "RLS" folder is a documentation file. If you want to keep similar in the package, just place it in the top level along with the "Meshes" and "Textures" folders. Personally, I rename such to "<mod_name>_ReadMe.txt" so I know which package they came from. (Many authors act as if their mod's text file is the only one that might possibly exist in the same location or use the same common name (i.e. "Readme.txt").)

 

The "FalloutCustom.ini" was created when you installed "JIP LN NVSE". See that mod's documentation for it's use. Deleting it has no effect on your current problem. (When you don't know why a file exists, best to simply rename it to something else instead of deleting it.)

 

-Dubious-

Link to comment
Share on other sites

The following is a "boilerplate response" to a very common problem. Take it with the appropriate grain of salt, but it DOES apply, based upon the information you have provided.

 

"Texture packs" don't usually show up in the "load order". (They are replacing vanilla assets; thus they overwrite existing files.) And the issue with them is what size/resolution of the images you are using. Larger/"hi-rez" textures require more pixels, and larger screen display monitors multiply that requirement in a non-linear way. While your hardware may technically be able to handle it, the game was published in late 2010, designed for Windows Vista with maximum screen displays of 1920x1080, with default image sizes of 512x512 pixels. The game engine texture cache tends to be the bottleneck: "leaking memory" and causing "stutter". Please see the wiki "Display resolution versus Image Size" article.

 

Because "Texture/Mesh" replacement mods replace vanilla versions of those files, you absolutely have to toggle "ArchiveInvalidation (AI)" off-and-then-on again after installing or removing one of them so it recognizes that there are loose files (added by the mod) which have to be used in place of the vanilla files in the BSA files or are no longer there and the BSA files should be used instead. That failure to toggle is the most common reason behind most "not working problems". This is usually evidenced by red "!" icon for missing meshes, and solid colors for missing textures, or "messed up" textures. This "ArchiveInvalidation" mechanism is incorporated in all the currently used mod managers, so there is no need to (and problems arise if you do) install older mods to provide that capability. ONLY USE ONE METHOD of AI, especially if you have multiple mod managers installed. Otherwise they will conflict, as they use their own "arbitrarily chosen" names for the AI BSA files. (There is not a standardized name used among them all.) Please see the 'ArchiveInvalidation (by Manager)' section and also see the 'Checklist Item #15 & 16' entries in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

 

The only other reasons for mods to have these "missing element" error indications are that you failed to install all the necessary files (such as an ESM or BSA file), or they aren't in the correct location.

 

In the case of (for example) "Weapon Retexture Project" (WRP) v1.95, the package has a "non-standard" folder structure. (Not an uncommon mistake by mod authors, so learn from this.) The game (to include most mod managers like NMM, MO, and FOMM) is expecting the top level folder of an archive package to be standardized, folder names such as "Textures" or "Meshes", or ESM/ESP/BSA files. It assumes they are being placed under the game "Data" folder. This example package starts with a "RLS" folder, which the game does not recognize, and so it places that as the "top level" under "Data". (Sometimes this is the author's name or initials, other times it's the mod name and version, but anything unexpected is treated the same way: as a new folder or file.) Most likely when the files are "installed" but aren't found correctly, something similar to this is your problem. Unpack the mod archive (WRP in this instance) to some other location and then either rebuild the archive so the top level folders are "Textures" and "Meshes" (in other words, without the "RLS" folder from WRP at all), and then install with your mod manager, or manually drag those two folders into the game "Data" folder.

 

The text file under the WRP "RLS" folder is a documentation file. If you want to keep similar in the package, just place it in the top level along with the "Meshes" and "Textures" folders. Personally, I rename such to "<mod_name>_ReadMe.txt" so I know which package they came from. (Many authors act as if their mod's text file is the only one that might possibly exist in the same location or use the same common name (i.e. "Readme.txt").)

 

 

The "FalloutCustom.ini" was created when you installed "JIP LN NVSE". See that mod's documentation for it's use. Deleting it has no effect on your current problem. (When you don't know why a file exists, best to simply rename it to something else instead of deleting it.)

 

-Dubious-

 

So what should i do exactly? I know that i have to delete configs but which ones exactly? I mean, i do have to get rid of all those "archive invalidation" right? From what i understand, it's not in the Fallout ini in Documents but somewhere else? Because even if i delete those, nothing happens, still the same problem.

 

I know i installed them right and in the right location, always installing my mods manually, never had a problem with that so that's not the problem.

 

For FalloutCustom.ini, i knew i did not need it to run the game so i deleted it, but of course, i kept it for a while, i still have a backup of it, just not using it.

 

 

So from what i understand, i don't need to apply any kind of archiveinvalidation since all the mod managers does it automatically? Is that it? Even the old FOMM.exe? It's been released in 2010 so, and you do have to activate it via the settings of the launcher. Should i change to another mod launcher or this one is still good after all this time? Or should i change and if so, to which one?

Edited by mikeeee1231
Link to comment
Share on other sites

Which configs should be deleted depend upon which ones you modified. You CAN delete all three: (please see the 'Game INI files' section of the wiki "FNV General Mod Use Advice" article), and rebuild them by running "verify local files" from the Steam Library (which will restore the original "default" version of the INI to the game root folder, along with any vanilla files that have been modified) and then running the "FalloutNVLauncher.exe" (which performs the rebuilding of the "User" folder files from the "Fallout_default.ini" file.) You may need to re-install some mods after "verifying" files.

 

There is no need to "install" any AI mod. The mod managers have the capability to deal with AI built-in, but do not do so "automatically". First you need to decide which manager you want to handle the AI for you. Then go into each of the other installed managers and make sure they have AI turned "off". (At this pint I would delete and rebuild the INI files.) Then in the manager you want to have manage things, toggle it's AI "off-and-on-again" (whenever you change your installed mod mix), so it ends up "On". By doing so after you disable the other managers, it should now be the last to modify your config files, and have correctly determined which files to use from where. Again: you have to toggle AI every time you change the load order mix of mods which install/uninstall replacement files. This is not a "do once and forget" setting.

 

-Dubious-

Link to comment
Share on other sites

 

The following is a "boilerplate response" to a very common problem. Take it with the appropriate grain of salt, but it DOES apply, based upon the information you have provided.

 

"Texture packs" don't usually show up in the "load order". (They are replacing vanilla assets; thus they overwrite existing files.) And the issue with them is what size/resolution of the images you are using. Larger/"hi-rez" textures require more pixels, and larger screen display monitors multiply that requirement in a non-linear way. While your hardware may technically be able to handle it, the game was published in late 2010, designed for Windows Vista with maximum screen displays of 1920x1080, with default image sizes of 512x512 pixels. The game engine texture cache tends to be the bottleneck: "leaking memory" and causing "stutter". Please see the wiki "Display resolution versus Image Size" article.

 

Because "Texture/Mesh" replacement mods replace vanilla versions of those files, you absolutely have to toggle "ArchiveInvalidation (AI)" off-and-then-on again after installing or removing one of them so it recognizes that there are loose files (added by the mod) which have to be used in place of the vanilla files in the BSA files or are no longer there and the BSA files should be used instead. That failure to toggle is the most common reason behind most "not working problems". This is usually evidenced by red "!" icon for missing meshes, and solid colors for missing textures, or "messed up" textures. This "ArchiveInvalidation" mechanism is incorporated in all the currently used mod managers, so there is no need to (and problems arise if you do) install older mods to provide that capability. ONLY USE ONE METHOD of AI, especially if you have multiple mod managers installed. Otherwise they will conflict, as they use their own "arbitrarily chosen" names for the AI BSA files. (There is not a standardized name used among them all.) Please see the 'ArchiveInvalidation (by Manager)' section and also see the 'Checklist Item #15 & 16' entries in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

 

The only other reasons for mods to have these "missing element" error indications are that you failed to install all the necessary files (such as an ESM or BSA file), or they aren't in the correct location.

 

In the case of (for example) "Weapon Retexture Project" (WRP) v1.95, the package has a "non-standard" folder structure. (Not an uncommon mistake by mod authors, so learn from this.) The game (to include most mod managers like NMM, MO, and FOMM) is expecting the top level folder of an archive package to be standardized, folder names such as "Textures" or "Meshes", or ESM/ESP/BSA files. It assumes they are being placed under the game "Data" folder. This example package starts with a "RLS" folder, which the game does not recognize, and so it places that as the "top level" under "Data". (Sometimes this is the author's name or initials, other times it's the mod name and version, but anything unexpected is treated the same way: as a new folder or file.) Most likely when the files are "installed" but aren't found correctly, something similar to this is your problem. Unpack the mod archive (WRP in this instance) to some other location and then either rebuild the archive so the top level folders are "Textures" and "Meshes" (in other words, without the "RLS" folder from WRP at all), and then install with your mod manager, or manually drag those two folders into the game "Data" folder.

 

The text file under the WRP "RLS" folder is a documentation file. If you want to keep similar in the package, just place it in the top level along with the "Meshes" and "Textures" folders. Personally, I rename such to "<mod_name>_ReadMe.txt" so I know which package they came from. (Many authors act as if their mod's text file is the only one that might possibly exist in the same location or use the same common name (i.e. "Readme.txt").)

 

 

The "FalloutCustom.ini" was created when you installed "JIP LN NVSE". See that mod's documentation for it's use. Deleting it has no effect on your current problem. (When you don't know why a file exists, best to simply rename it to something else instead of deleting it.)

 

-Dubious-

 

So what should i do exactly? I know that i have to delete configs but which ones exactly? I mean, i do have to get rid of all those "archive invalidation" right? From what i understand, it's not in the Fallout ini in Documents but somewhere else? Because even if i delete those, nothing happens, still the same problem.

 

I know i installed them right and in the right location, always installing my mods manually, never had a problem with that so that's not the problem.

 

For FalloutCustom.ini, i knew i did not need it to run the game so i deleted it, but of course, i kept it for a while, i still have a backup of it, just not using it.

 

 

So from what i understand, i don't need to apply any kind of archiveinvalidation since all the mod managers does it automatically? Is that it? Even the old FOMM.exe? It's been released in 2010 so, and you do have to activate it via the settings of the launcher. Should i change to another mod launcher or this one is still good after all this time? Or should i change and if so, to which one?

 

 

For example, if i put a new texture, i have to switch it off then on again, i put a new one, i do it again.

But if i put all of the textures i want all at once, i can do it only once (doing archive invalidate)?

 

Also, do i really have to delete my three ini? I edited them with lot of stuff i'd like to keep, when i was talking about deleting cfgs, i was thinking about some other files because even if i delete those, it doesn't change a thing, for example, i activate archive invalidate with Nexus manager, doesn't it saves some kind of configs somewhere? That's the configs i'm talking about.

 

In order, what should i do exactly? Deleting the ini isn't enough, i guess i'll have to reinstall everything from scratch? Is that it? Do i need to go even further? Deleting FNV stuff from the registry for example?

 

Thanks for the help, appreciated, i really want to fix it because it's sure is annoying.

 

 

 

Edit: I'll now be using Vortex, some people says that unlike everything else, it does it automatically, so you don't have to switch it off then on. Is it true? If so, does it works with New Vegas specifically? And does it have to be off or on (at all time)? Thanks

Edited by mikeeee1231
Link to comment
Share on other sites

Yes, you can install multiple replacement files and only toggle AI once for all of them. The whole point is to toggle whenever the installed file mix of loose and BSA sources has altered between game sessions.

 

No, you do not have to delete all three INI files. That is simply the easiest way to restore everything to "vanilla". It depends upon just what was altered and what your problem is related to. In the case of AI, just set the "sArchiveList" line in the "Users" folder INI files to match that of the vanilla "Fallout_default.ini" entry. (All your customization of those settings is where the "FalloutCustom.INI" comes in handy. Take some time to read up on it first.) The mod managers set that entry to use their version of the "ArchiveInvalidation BSA" file. (Which is one reason why using multiple managers for the purpose causes problems, as only the last one to be implemented will be used properly ... maybe.) If that simple edit isn't sufficient, then rebuilding them is the next approach. If you set up the "FalloutCustom.INI" first, it will then apply your customizations, overriding the "vanilla" nature of the replaced INI files.

 

Just getting the AI straightened out should be enough. AI doesn't affect the registry that I am aware of. (No real need to.) Only if that doesn't resolve things would I consider more drastic steps, and then it's a trade-off between inconvenience and time spent. Sometimes "biting the bullet" and re-installing is the fastest solution if you don't have a very good of idea of just what is wrong.

 

Can't help you about Vortex. Don't use it. (I'm a Wrye Bash/Flash user from the beginning.)

 

-Dubious-

Link to comment
Share on other sites

Yes, you can install multiple replacement files and only toggle AI once for all of them. The whole point is to toggle whenever the installed file mix of loose and BSA sources has altered between game sessions.

 

No, you do not have to delete all three INI files. That is simply the easiest way to restore everything to "vanilla". It depends upon just what was altered and what your problem is related to. In the case of AI, just set the "sArchiveList" line in the "Users" folder INI files to match that of the vanilla "Fallout_default.ini" entry. (All your customization of those settings is where the "FalloutCustom.INI" comes in handy. Take some time to read up on it first.) The mod managers set that entry to use their version of the "ArchiveInvalidation BSA" file. (Which is one reason why using multiple managers for the purpose causes problems, as only the last one to be implemented will be used properly ... maybe.) If that simple edit isn't sufficient, then rebuilding them is the next approach. If you set up the "FalloutCustom.INI" first, it will then apply your customizations, overriding the "vanilla" nature of the replaced INI files.

 

Just getting the AI straightened out should be enough. AI doesn't affect the registry that I am aware of. (No real need to.) Only if that doesn't resolve things would I consider more drastic steps, and then it's a trade-off between inconvenience and time spent. Sometimes "biting the bullet" and re-installing is the fastest solution if you don't have a very good of idea of just what is wrong.

 

Can't help you about Vortex. Don't use it. (I'm a Wrye Bash/Flash user from the beginning.)

 

-Dubious-

 

Even when i verify cache of the game, it never give me the default Fallout_default.ini but one that i have modified even though Steam cloud is disabled for that game.

 

 

So i tried adding only:

 

[Archive]

SArchiveList=Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa

 

 

but it still doesn't works, what else am i missing?

 

Link to comment
Share on other sites

My original default INI file has that line the same as yours. That section has the following:

[Archive]
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa


Once all three of your INI files are looking the same, then toggle your mod manager AI and see what (if anything) has changed.

My "Wrye Flash" modified version of that section in the default INI follows (for comparison only):

[Archive]
SInvalidationFile=
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=Fallout - Voices1.bsa, Fallout - AI!.bsa, Fallout - Misc.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Sound.bsa


Note the sequence is different and "Fallout - AI!.bsa" is the name used by WF for it's AI BSA file. Expect your AI BSA filename to possibly be different as well.

-Dubious-

Link to comment
Share on other sites

My original default INI file has that line the same as yours. That section has the following:

[Archive]

SInvalidationFile=ArchiveInvalidation.txt

iRetainFilenameOffsetTable=1

iRetainFilenameStringTable=1

iRetainDirectoryStringTable=1

bCheckRuntimeCollisions=0

bInvalidateOlderFiles=1

bUseArchives=1

SArchiveList=Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa

 

Once all three of your INI files are looking the same, then toggle your mod manager AI and see what (if anything) has changed.

 

My "Wrye Flash" modified version of that section in the default INI follows (for comparison only):

[Archive]

SInvalidationFile=

iRetainFilenameOffsetTable=1

iRetainFilenameStringTable=1

iRetainDirectoryStringTable=1

bCheckRuntimeCollisions=0

bInvalidateOlderFiles=1

bUseArchives=1

SArchiveList=Fallout - Voices1.bsa, Fallout - AI!.bsa, Fallout - Misc.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Sound.bsa

Note the sequence is different and "Fallout - AI!.bsa" is the name used by WF for it's AI BSA file. Expect your AI BSA filename to possibly be different as well.

 

-Dubious-

 

I think it was working all this time, it's just that Wasteland HiRes Clothing isn't that great actually.

For WMX + WRP, i'll check it out, not the first time it does that to me, i already fixed it once, but if you know what's the exact problem, i'd appreciate it, that'd save me some time, wmx + wrp + wrp gra compatibility.

 

But since i'm here, i'm having a small problem which is not immersive at all.

 

https://imgur.com/a/R6rnjSO

 

I've downloaded lot of textures for my game, problem is, there are some that doesn't work together, look at the two screenshots, you'll understand what i mean, i tried replacing everything with NMCs but nothing.

So do you have any idea which mod i could download so everything that is "ground" would work altogether? Something lore-friendly and well made, if possible, well optimized too.

Edited by mikeeee1231
Link to comment
Share on other sites

A little whiplash here at the sudden change of subject from AI to WMX + WRP. (Perhaps you are responding to a private conversation with someone else on the subject?)

 

The most recent WRP has a note that it is NOT compatible with WMX or animation replacements. (It is fixing compatibility issues with vanilla weapons in "Weapon Mesh Improvement Mod (WMIM)" and "Tale of Two Wastelands (TTW) v3.2".) For WMX and such you will need to stick with v1.95.

 

Regarding your landscape texture problem in the images: Please see the 'Lines in the Ground' entry of the "Troubleshooting" page on the "TES Texture Guide (TESTG)" site which explains the basic problem. These are "texture replacements", so uninstalling may not be sufficient to "put things back". That said, it is possible to combine several such mods. If you add any VWD/LOD textures (such as NMC or Ojo Bueno), please see the 'Checklist Item #15 & 16' entries in the wiki "Fallout NV Mod Conflict Troubleshooting" guide regarding the need to run both TES4LL and FNVLODGen. Also recommend you read the 'LOD/VWD Texture Packs' section of the wiki "FNV General Mod Use Advice" article first.

 

-Dubious-

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...