Antioche Posted January 29, 2009 Share Posted January 29, 2009 Okay...."Archive invalidation invalidated"... Why does this simple (?script?) hate me so? I tried to use it a few months ago for the first time...After painstakingly following everyone's instructions, I had build a fairly large AI file, and was semi-pleased with the prospect of not having to toy with it anymore. Using mod manager, I 'deactivated' my AI file. Watched it create a new bsa, and thought "Aha..i see what it did.."..went into the game, and saw nothing but glitches and missing textures. I had backed up my AI, so I deleted the file it made, and replaced my own ( I reject your reality and substitute my own! ) All was well...Until.. More toying, and here it is, aways down the road, and someone's mod specifically tells me..not that i SHOULD...but that I MUST have Archive invalidation invalidated running... Ghah... I know more than I knew then...so I try again. Frak A carefully balanced ( I guess ) well runnning series of mods reduced to graphic glitches and desktopia. I'm not stupid, I am sorta getting the idea that I may have 'extra' files in my meshes or textures, but I've scoured for anomalies, and I can't seem to find any. Oddly enough, when the AI is invalidated, my game ignores things like a simple replacement cursor .dds file that has worked since day one! It's as if my binvalidateolderfiles is set to 0 again! ( not really, as some things mod, and some don't! ) What about my machine treats AI-I as if it doesn't work? I'm a step away from a baseline-reload of mod by mod with AII running to see if I can stack what I've built so far...But that could literally take days. Anyone else have a hassle with this seemingly indispensable program that won't work right for me? Any ideas? Link to comment Share on other sites More sharing options...
TheOutlander Posted January 29, 2009 Share Posted January 29, 2009 and someone's mod specifically tells me..not that i SHOULD...but that I MUST have Archive invalidation invalidated running... Ghah...I've seen this in a couple of mods too, and I ignore it and go with the AI.txt method that I've used from day one. Simply because it's easier for me to troubleshoot any issues that may occur. So for me it's all about identifying which files are going to cause issues (always a texture file which replaces a current ingame texture) and adding them to the AI.txt list. It's just a pain when a Mod author decides to tell you to run something else and doesn't tell you which files from the main files they've altered. :closedeyes: Link to comment Share on other sites More sharing options...
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