Color me confused :(

Post » Sun Jun 06, 2010 3:29 am

Hi, I posted this in the PC support forums, but I figure the Mods section is probably the better place.

It seems my ArchiveInvalidation got messed up royally. If I set bInvalidateOlderFiles to 0, NPCs display properly, but mods like DarnUI don't work (the fonts are there but they're the vanilla size) and if bInvalidateOlderFiles is 1, NPC's don't display properly, but everything else is normal. Can anyone help me? The only changes to my mods that I did when this started was I activated Project Nevada Cyberware and War Never Changes. I deactivated both and deleted every file that was part of the War Never Changes zip, but I just can't figure out what is going on. I grabbed the newest version of the ArchiveInvalidation mod off of the nexus, and it still doesn't fix the problem :(
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Justin
 
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Post » Sun Jun 06, 2010 1:06 pm

What does your sArchiveList look like?
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Lizs
 
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Post » Sat Jun 05, 2010 9:57 pm

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

If I change the SInvalidationFile line to be ="ArchiveInvalidation.txt" it still doesn't work (no such txt file exists so I'm guessing that could be a problem? (but I've read that text file doesn't actually do anything). I've tried re-arranging the SArchiveList, I read that putting the AII.bsa and the 2 meshes bsa at the end will work, but it didn't.

Seriously, I'm freakin out, lol.
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Cat
 
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Post » Sun Jun 06, 2010 3:20 am

I've tried 3 different versions of ArchiveInvalidation - FOMM's and 2 different ones on FNVNexus. I've loaded old, characters, really old characters, and REALLY old characters. I've started new characters. None of em display properly.

The thing that bothers me so much is that I've been playing with several mods for several months, I add 2, stuff gets messed up, and now I can't get stuff back to normal Ever seen a bald Cass? Not pretty.
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Mylizards Dot com
 
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Post » Sat Jun 05, 2010 11:35 pm

Try putting the AI!.bsa entry second or third on your sArchiveList
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Amie Mccubbing
 
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Post » Sat Jun 05, 2010 10:39 pm

There's a new quirk in the AII setup: you have to insert it after the texture BSAs now, and let the meshes and all the others be before it. Basically, the only ones that should be after AII.bsa is the texture BSAs.
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Emma
 
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Post » Sun Jun 06, 2010 4:12 am

you have to insert it after the texture BSAs now


meshes and all the others be before it


only ones that should be after AII.bsa is the texture BSAs


So AI!.bsa has to be after the textures and meshes/voices/misc, and before texture bsas? lol now I'm even more confused...
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Jennie Skeletons
 
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Post » Sun Jun 06, 2010 11:32 am

There's a new quirk in the AII setup: you have to insert it after the texture BSAs now, and let the meshes and all the others be before it. Basically, the only ones that should be after AII.bsa is the texture BSAs.

There have been other posts on this saying that it must be first in the list.

I have found also that FOMM moved MISC.bsa to be second after AI!

I will try: SArchiveList=Fallout - Misc.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - AI!.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa

As well as: SArchiveList=Fallout - AI!.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa

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Alex [AK]
 
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Post » Sun Jun 06, 2010 7:38 am

Neither of those worked :(
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Eibe Novy
 
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Post » Sun Jun 06, 2010 4:30 am

I tried putting AI.bsa 2nd and 3rd on the list, didn't change anything :(
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Robert Bindley
 
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Post » Sun Jun 06, 2010 5:45 am

Have you tried using fomm Invalidation? Its under the tools tab, in-case you didn't know.

If you are using it and have those problems, have you clicked it off and back on? Sometimes it doesn't update right when you add mods(Rare, but its happened to me once or twice)

edit: Noticed in a later post you said you tried it, I'd suggest clicking it off and back on again, see if it works for you. Also, if you screwed up any files with the editing the ini file, making steam reinstall those might be a good idea. You can re-adjust the downloaded ini file for darns in under a minute, and it'd make sure nothing odd is going on there.
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Patrick Gordon
 
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Post » Sun Jun 06, 2010 6:42 am

Yeah I tried redoing FOMM's AI. I'll try verifying game cache, see if that helps.

edit: nope :(

Basically, every NPCs and the PC's heads are too big, is what it looks like. Hats make females bald and males look like the hat (ex. roving trader hat) replaced the top 1/4 of their skull.
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Rudi Carter
 
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Post » Sun Jun 06, 2010 11:01 am

There have been other posts on this saying that it must be first in the list.

I have found also that FOMM moved MISC.bsa to be second after AI!

I will try: SArchiveList=Fallout - Misc.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - AI!.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa

As well as: SArchiveList=Fallout - AI!.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa


Well, I tried both of them. Sometime during all this—I can't say whether this operation had anything to do with it, because I also reinstalled some textures and meshes and activated and reactivated FOOK—but one of my quest mods (Mojave Bounties) and one of my advlt Mods have broken irretrievably.

It looks like I'm going to have to remove and reinstall NVSE, FOOK, Project Nevada and ElectroCity and then add back the other mods.

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Gisela Amaya
 
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Post » Sun Jun 06, 2010 2:00 pm

Any luck? I'm still trying to fix mine, no luck so far.
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Rodney C
 
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Post » Sun Jun 06, 2010 2:37 am

Is it just NPC's that are messed up? Do you have this line in your .ini?

bLoadFaceGenHeadEGTFiles=1

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Jeneene Hunte
 
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Post » Sun Jun 06, 2010 5:32 am

Yes, and I have that line as the last line of the [General] section. That's where its supposed to go, right?
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Jeneene Hunte
 
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