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Moving .bsa Files To Ramdisk

General discussion of Tale of Two Wastelands
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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

The AI-FNV!.BSA is a dummy

Post by FiftyTifty » Thu Mar 27, 2014 9:38 am

The AI-FNV!.BSA is a dummy bsa file used for Archive Invalidation. Don't worry about it.


 


To add the Fallout3 bsa files (or any other bsa files, for that matter), add a comma at the end of the list and enter in the name of the .bsa file. Repeat as many times as you want.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

MajinCry wrote: Repeat as

Post by Gribbleshnibit8 » Thu Mar 27, 2014 1:03 pm

[quote=MajinCry] Repeat as many times as you want.

[/quote] Until you hit the 255 character per line limit, of course.

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Which might actually happen

Post by JaxFirehart » Thu Mar 27, 2014 2:17 pm

Which might actually happen with the Fallout3 BSAs in addition to the existing BSAs


Note that you can rename the BSAs to whatever you want, the names are not actually used for anything, just remember to change the names in the INI to match.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Could probably pack them all

Post by Gribbleshnibit8 » Thu Mar 27, 2014 5:31 pm

Could probably pack them all in if you named them like 1.bsa 2.bsa etc.

JaxFirehart
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Joined: Wed Sep 12, 2012 12:33 am

What I'm wondering is, for

Post by JaxFirehart » Thu Mar 27, 2014 6:09 pm

What I'm wondering is, for example, should I put just NMC.bsa or both NMC and Fallout - Textures and so on. How does the game access BSAs when loading assets...



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FiftyTifty
Posts: 493
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Resource monitor (a program

Post by FiftyTifty » Thu Mar 27, 2014 11:48 pm

Resource monitor (a program bundled with Windows 7) can tell you all that, IIRC. Load it up, play NV and then look at ze info.


I found that the sounds.bsa files were used the most, followed by the mesh files and then the texture files. Results will probably be different; depending on where your character is, what mods you've got running, etc.



rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

Gribbleshnibit8 wrote:

Post by rockitten » Fri Mar 28, 2014 12:10 pm

[quote=Gribbleshnibit8]


Could probably pack them all in if you named them like 1.bsa 2.bsa etc.


[/quote]


I have tried your method, and the game is running fine. What I am not sure though, is that: Does the game really need to run those FO3 files in the fallout.ini


Because, first, they are not mentioned in the original FNV's ini. which mean they are not needed and second, if those fallout stuffs are operating like a mod, then unless we modify the ESM/ESP file, otherwise it is pointless.........



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Currently TTW loads them like

Post by JaxFirehart » Fri Mar 28, 2014 2:13 pm

Currently TTW loads them like a mod, but if you changed their name and loaded them through the INI you are bypassing that and making them load as native BSAs.


TLDR; putting them in the INI is just fine.



TsurudaHimeko
Posts: 176
Joined: Wed Dec 17, 2014 11:17 am

Will be trying this. I just

Post by TsurudaHimeko » Mon Mar 23, 2015 9:51 pm

Will be trying this. I just raised my system ram to 16G so I might spare 4gb to RamDisk. Folks say DDR3 is faster than SSD too. >.<

AMD FX6100 OC to 3.42 / Sandisk SSD240G /GTX960 2G /16GB system ram DDR3 /



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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

TsurudaHimeko wrote:

Post by FiftyTifty » Tue Mar 24, 2015 4:19 pm

[quote=TsurudaHimeko]


Will be trying this. I just raised my system ram to 16G so I might spare 4gb to RamDisk. Folks say DDR3 is faster than SSD too. >.<


[/quote]


 


I've got 16GB 'ere, and I use an 8GB RAMDisk. Works fine fer me.


And aye, RAM is much faster than an SSD. DDR3 @ 1333MHz does 10GB/s, whereas the best sata SSDs do 500MB/s



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