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Mods not being detected/working


Kreig13

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Ok, I know it's going to be something incredibly, face-palmingly simply. But I took a bunch of mods, put the textures in the texture folder, meshes in the mesh, all of this within data, and put the archive invalidation page in there as well. It wasn't working so I moved the archive folder into the general area (programfiles/fallout3) Set it to load lose files (which it doesn't seem to want to stay checked) and ran it. Nothing.

 

I followed the installation instructions to the letter, but there's one very basic, simply step I'm missing somewhere. There's gotta be. Anyone care to help?

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On a side note, i'd like to add that I have FOMM, and in both data, and FOMM, no boxes appear (mods) aside from the master file. I did pretty much the same thing I did with oblivion back in the day when it comes to installing them. Followed the directions on the page, put the files into data and their respective sub sections, then copy and past this or that into the archive invalidation, but still, no mods are appearing in boxes to be checked. So it's not detecting them? Can someone please gimmie a hand here...
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I've mostly gotten simply retextures, but those aren't working in game. Not sure why. Just got a mod for NPC behavior, and it came with nothing but an .esp

 

 

It looks like the vast majority of files were DDS, with some code in the invalidation.txt

 

There ARE a few of the BAF's (Bethseda art file) as well...but nothing with an .esp Though no file came with one either, none of the mods did. I got mods from different scope graphics, to crosshairs, to uinisex hair and various new styles, eyes, moons, etc etc.

 

Is it possible I need something in order to change those files from DDS to .esp?

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I've mostly gotten simply retextures, but those aren't working in game. Not sure why. Just got a mod for NPC behavior, and it came with nothing but an .esp

 

 

It looks like the vast majority of files were DDS, with some code in the invalidation.txt

 

There ARE a few of the BAF's (Bethseda art file) as well...but nothing with an .esp Though no file came with one either, none of the mods did. I got mods from different scope graphics, to crosshairs, to uinisex hair and various new styles, eyes, moons, etc etc.

 

Is it possible I need something in order to change those files from DDS to .esp?

 

It is unlikely any texture mods will come with an esp file. As said before, as long as you have the textures in the correct folders and the correct entries in the archiveinvalidation you should be good to go. Make sure that once you have the archiveinvalidation.txt in the main folder you don't overwrite it as you add new textures. You need to manually add the new links to it. There is a program around called archiveinvalidated (I think) which should help overcome the manual aspect to this.

 

For the mod that just comes as an esp file. Place that in your Data folder and it should show in FOMM. Remember to follow the instructions of what you need to change in the FALLOUT.ini for this type of mod to work.

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Ok, I think I found the problem in that some of the folders were kinda jacked up. Texture folders within texture folders, so the data aught to be set now....Ok, nevermind that.

 

Mods are working, textures are not. It's set up so that inside the data folder, is the textures, meshes, sound, and whatever else was used. Within those categories, the other things lie. I'm not positive, but looking at the invalidation, it runs like

 

[ Sound

Data- [ Meshes

[ Textures/...

 

 

Etc etc. And the archive invalidation folder is in the main folder (fallout3)

 

So perhaps I should write in

Data/textures...?

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The lines should look something like this:

textures/armor/1950stylesuit/outfitweatheredm.dds

textures/armor/leatherarmor/outfitf.dds

textures/armor/leatherarmor/outfitm.dds

No Data, no brackets.

 

Also if you haven't already, go to the Fallout.ini in My Documents/my games/Fallout 3 (the same folder your saves are in), and edit the following line:

bInvalidateOlderFiles=0

Change the 0 to a 1.

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