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Mod Organizer and Archive Invalidation

General help and troubleshooting.
Panic
Posts: 7
Joined: Thu May 29, 2014 10:48 am

Mod Organizer and Archive Invalidation

Post by Panic » Sat May 31, 2014 2:44 pm

Hey there. This is a bit of an odd one but trying to get support for Mod Organizer in anything other than skyrim is like trying to squeeze blood from a stone, so I figured it was worth a shot here. My problem is that Archive Invalidation just doesn't work, fullstop. NMC's texture packs aren't showing up, nor are any body replacers. I've tried dumping a replacer into the data directory with archive invalidation set up exactly the same way and launching without MO, and it works. So the problem is narrowed down to MO not applying AI properly, I believe. (I've also made sure it's not a simple conflict, i'm 100% sure it's not. And i've followed the FAQ's advice and have installed files from the Fallout 3 version first, then the new vegas version. It's 100% not an issue in that department.)



Currently my .ini's (including the seperate profile ones MO uses- which it took me a while to work out were updated seperately when I made the ini changes required to run TTW properly) are all set properly, as far as i'm aware.



[collapsed title=Archive] [Archive]


SInvalidationFile=


iRetainFilenameOffsetTable=1


iRetainFilenameStringTable=1


iRetainDirectoryStringTable=1


bCheckRuntimeCollisions=0


bInvalidateOlderFiles=1


bUseArchives=1


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


[/collapsed]



With Fallout - AI!.bsa being properly named. It's located in it's own mod folder within MO- i've tried it inside the /data folder itself with no change. Now, if tick "Automatic Archive Invalidation", something weird happens... the SArchiveList line becomes-

"SArchiveList=Fallout - AI!.bsa, aaa, aab, aac, aad, aae, aaf, aag, aah, aai, aaj, aak, aal, aam, aan, aao, aap, aaq, aar, aas, aat, aau, aav, aaw, aax, aay, aaz, aba, abb, abc, abd, abe, abf, abg, abh, abi, abj, abk, abl, abm, abn, abo"

... Which looks all kind of wrong. This also happens if I run FOMM through MO and tick Archive Invalidation there. It goes without saying, this doesn't work either.


So to recap- Invalidation has been pointed to in every .ini it's feasible to imagine including the ones MO generates and uses, still not recognising/applying it. Works when launched outside of mod manager. Not keen on reinstalling everything outside of mod manager. Anyone with any experience it got any suggestions? I'm sure i'm missing something very simple, but there you go.



 



Panic
Posts: 7
Joined: Thu May 29, 2014 10:48 am

I... is it reasonable to be

Post by Panic » Sat May 31, 2014 5:33 pm

I... is it reasonable to be slightly angry that that actually worked? Oddly enough it didn't crash, it reactivated all of the BSAs when the game launched regardless, but all the textures are showing up just fine. Rivet City's looking pretty bloody gorgeous! Do you have any idea WHY this works?



Panic
Posts: 7
Joined: Thu May 29, 2014 10:48 am

Ah well. Cheers for the

Post by Panic » Sat May 31, 2014 11:52 pm

Ah well. Cheers for the advice, it certainly helped!



manos
Posts: 163
Joined: Sat Nov 03, 2012 3:45 pm

Which version of MO are you

Post by manos » Sun Jun 01, 2014 3:51 pm

Which version of MO are you using? (I'm using the very last one, which is good btw)


I don't know if it could be related but where did you installed MO and FNV?


 


Video games are bad for you? That's what they said about rock'n'roll...

staggindraggin
Posts: 17
Joined: Thu Jul 03, 2014 1:45 am

I'm having this issue as well

Post by staggindraggin » Sun Jul 06, 2014 9:19 pm

I'm having this issue as well and turning off all the archives isn't working. Any ideas on how to fix it or should I just start moving over to FOMM?



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

sorry to necro this but i'm

Post by freakydoo » Sun Oct 26, 2014 4:20 am

sorry to necro this but i'm having the same issue. does anyone know of a reliable fix? im using the last mo version.


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

I haven't had a problem yet

Post by KeltecRFB » Sun Oct 26, 2014 7:37 am

I haven't had a problem yet since I figured out how to start using it.


"Si vis pacem, para bellum!"

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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

It looks like I may be

Post by KeltecRFB » Sun Oct 26, 2014 9:02 pm

It looks like I may be getting some AI strangeness, I am going to try both MO and FOMM Fork.


"Si vis pacem, para bellum!"

freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

let me know how that works

Post by freakydoo » Sun Oct 26, 2014 9:22 pm

let me know how that works out for ya and what you did to solve it. how does the MO, FOMM, fork thing work? are you simply starting FOMM through MO as on would do for FNV4gb, FNVEdit, or NVSE?


for the moment i've given up on MO and went back to FOMM. id still like to know how you end up fixing this, Keltec. but, id much rather be playing than figuring out how to be playing. i'll come back to MO when i next format my hard drive. MO it a great tool!


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

1.  Yes, I configured as I

Post by KeltecRFB » Sun Oct 26, 2014 9:28 pm

1.  Yes, I configured as I did for FNV4GB, FNVEdit, Ordenador, and Wrye Flash.


2.  It looks like some textures and models works good in FOMM Fork and others in MO itself.


3.  I was frustrated with MO at first but then I got stuff working and I am running with it.


"Si vis pacem, para bellum!"

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