| Correct way to mod Fallout New Vegas? | |
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xencosti
Posts : 245 Join date : 2014-03-04 Age : 42
| Subject: Correct way to mod Fallout New Vegas? Sun 20 Apr 2014, 03:29 | |
| I've had New Vegas on my laptop since I bought it. I decided to install it to my PC and mod it but I've ran into a problem. I did the archive invalidation and now my textures are screwed up. The body I downloaded should be nude she has an underwear on and the body textures look terrible. I'm not really sure what to do. What is the correct way to get New Vegas ready for modding? I seem to have forgetten. - Spoiler:
- Spoiler:
nsfw - Spoiler:
Last edited by xencosti on Sun 20 Apr 2014, 03:38; edited 2 times in total (Reason for editing : added pics) |
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islandspa
Posts : 126 Join date : 2014-04-08
| Subject: Re: Correct way to mod Fallout New Vegas? Sun 20 Apr 2014, 03:32 | |
| What did you use to activate archive invalidation? |
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xencosti
Posts : 245 Join date : 2014-03-04 Age : 42
| Subject: Re: Correct way to mod Fallout New Vegas? Sun 20 Apr 2014, 03:39 | |
| - islandspa wrote:
- What did you use to activate archive invalidation?
I used a mod off the nexus. That didn't do much of anything. I also went into the ini and added the archiveinvalidated!.bsa to the texture archive list. What should I be using? |
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islandspa
Posts : 126 Join date : 2014-04-08
| Subject: Re: Correct way to mod Fallout New Vegas? Sun 20 Apr 2014, 03:40 | |
| I use NMM, all you have to do is disable archive invalidation then enable it after you download model/texture mods. |
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roflcopter117 Admin
Posts : 1161 Join date : 2014-02-23 Age : 27 Location : The Dominion of Canada
| Subject: Re: Correct way to mod Fallout New Vegas? Sun 20 Apr 2014, 03:55 | |
| The Fallout Mod Manager also has that feature too. Whenever I ran into a texture problem, deactivating and then reactivating the disable archive invalidation function always fixed it. |
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xencosti
Posts : 245 Join date : 2014-03-04 Age : 42
| Subject: Re: Correct way to mod Fallout New Vegas? Sun 20 Apr 2014, 03:58 | |
| I feel silly, because that worked perfectly. |
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islandspa
Posts : 126 Join date : 2014-04-08
| Subject: Re: Correct way to mod Fallout New Vegas? Sun 20 Apr 2014, 04:01 | |
| Your not silly,you just forgot how to install mods. |
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xencosti
Posts : 245 Join date : 2014-03-04 Age : 42
| Subject: Re: Correct way to mod Fallout New Vegas? Sun 20 Apr 2014, 04:02 | |
| - islandspa wrote:
- Your not silly,you just forgot how to install mods.
I think it means I have installed Skyrim mods a bit too much |
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roflcopter117 Admin
Posts : 1161 Join date : 2014-02-23 Age : 27 Location : The Dominion of Canada
| Subject: Re: Correct way to mod Fallout New Vegas? Sun 20 Apr 2014, 04:02 | |
| I'm glad to have helped, And for the record, I've forgotten to do that a few times myself, always after re-installing fallout, and when I've spent a prolonged amount of time spent away from it. So don't worry too much over a mistake like that. |
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TheHulksCousin
Posts : 858 Join date : 2014-02-24 Age : 27 Location : The Hub, Buying Iguana Bits
| Subject: Re: Correct way to mod Fallout New Vegas? Thu 01 May 2014, 01:43 | |
| I've figured out that the automated Archiveinvalidationinvalidated mod on NV nexus no-longer works, just for future reference. You have to download the FO3 manual one and add it to your data folder, then go into your Fallout_Default and add it to the BSA loading list, then go to your Fallout_Prefs and do that as well.
I know you fixed your problem, just posting this for anyone else experiencing the modding pain of Archive Invalidation.
Cheers. |
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Thitn
Posts : 87 Join date : 2014-05-02 Age : 28 Location : Belgiqa
| Subject: Re: Correct way to mod Fallout New Vegas? Tue 06 May 2014, 05:01 | |
| I'm getting these graphical/texture issues whenever I load to many mods (ESP's and ESM's) The limit for them is at around 150, give or take 20 depending on your system. If that isnt your probelm be sure to checkout Gopers tutorial videos, that helped me out a lot. _________________ I have no idea what I'm doing.
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Thitn
Posts : 87 Join date : 2014-05-02 Age : 28 Location : Belgiqa
| Subject: Re: Correct way to mod Fallout New Vegas? Tue 06 May 2014, 05:02 | |
| Nevermind, already solver. No way to edit posts on here btw ? _________________ I have no idea what I'm doing.
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Brigand231
Posts : 368 Join date : 2014-03-10 Age : 50 Location : Somewhere I shouldn't be
| Subject: Re: Correct way to mod Fallout New Vegas? Tue 06 May 2014, 07:02 | |
| - Thitn wrote:
- Nevermind, already solver. No way to edit posts on here btw ?
Normally you can, but the feature is temporarily disabled in the Fallout forums [I think] for the duration of the photo contest so that entries can't be changed. If you haven't already seen the entries and/or voted you might enjoy checking it out. |
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Visious
Posts : 140 Join date : 2014-05-12 Age : 38
| Subject: Re: Correct way to mod Fallout New Vegas? Tue 13 May 2014, 11:04 | |
| Thats wierd, but I`m not having a bad textures problems for some time now, actually a few years Just follow 3 simple rules: 1. Keep plugin count < 110 (make merged patches) 2. Dont install mods you dont actually need\crappy mods\alpha versions & etc. 3. Merge simple retexture\armor\weapons\companions mods to 1 and always keep merged mods as low as possible in load order. Follow this and you`ll rarely have problems. _________________ -- brainball - My Achievements:
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Livnthedream
Posts : 41 Join date : 2014-03-08
| Subject: Re: Correct way to mod Fallout New Vegas? Wed 14 May 2014, 22:38 | |
| Between Wryebash and the script for Fnvedit there is little need to hit the esp limit anymore. Most of the mods that would cause you to go over are going to hit so many incompatibilities between mods that its extremely unlikely your game will be stable anyway. |
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LaEspada
Posts : 69 Join date : 2014-02-25 Age : 28
| Subject: Re: Correct way to mod Fallout New Vegas? Thu 15 May 2014, 01:43 | |
| I'd suggest Mod Organizer as well, since it is very useful to keep the game directory clean and you'll actually know what overwrites what with it's mod isolation.
But UI mods or mods that come with fomods should be done in FOMM. |
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