EssArrBee Posted June 6, 2014 Author Share Posted June 6, 2014 What do your roads look like? If they look like the one on the left than make sure the Archive Invalidation box is ticked in the profile editor. The ones on the right are 2k poco bueno. You can go up to 4k with the UHQ version if you want. I believe that the HQ version of Ojo Bueno is 2k, so yes they are the same. Don't know why it done that way, but there you go. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted June 7, 2014 Share Posted June 7, 2014 mine look like image 1. image 2 is what they should be looking like with the medium damage retexture from poco/ojo bueno. archive invalidation is checked... why isn't it working? Link to comment Share on other sites More sharing options...
EssArrBee Posted June 7, 2014 Author Share Posted June 7, 2014 Untick and tick the archive invalidation check box again, make sure the mod checkbox is ticked too. I forget to tick them sometimes when messing around with stuff and then I wonder why there is nothing in the Conflicts tab. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted June 7, 2014 Share Posted June 7, 2014 (edited) EDIT: believe me, I tried that a few times already... This is what my falloutprefs.ini (and fallout.ini) file looks like in my MO profile (not the only lines in the file, of course): [Archive]SInvalidationFile=iRetainFilenameOffsetTable=1iRetainFilenameStringTable=1iRetainDirectoryStringTable=1bCheckRuntimeCollisions=0bInvalidateOlderFiles=1bUseArchives=1SArchiveList=Fallout - Invalidation.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa I made the ini files in there so that they are not read-only anymore so that I could modify them if needed. I did try putting them back to read-only just to see if that would change anything and it didn't. Edited June 7, 2014 by oqhansoloqo Link to comment Share on other sites More sharing options...
EssArrBee Posted June 7, 2014 Author Share Posted June 7, 2014 Have you checked the privileges? Is it run as an admin. I had some problems with files changing their privileges for no reason other than, it's Windows. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted June 7, 2014 Share Posted June 7, 2014 (edited) No, I don't run as admin. I tried running it as admin and things bug out big time... Maybe because when I first started using the program I didn't first run in admin? I don't know... it's really bizarre, but when I try to run 4GB Loader through MO in admin it runs the normal Fallout Launcher instead of going directly into the game, and if then if I try to exit/quit the launcher, it starts up nonstop until I actually click to start the game. And then when I do go into the game, no mods are loaded, even if they are enabled in MO. It behaves really strangely... EDIT: I don't have it in the program files directory either though. Edited June 7, 2014 by oqhansoloqo Link to comment Share on other sites More sharing options...
EssArrBee Posted June 7, 2014 Author Share Posted June 7, 2014 Is it the only mod that is doing this? There are other texture mods and if they aren't working then it is the program that is having a problem we haven't identified yet. Otherwise it's something to do with the mods and the privileges. Make sure the INIs and game directory aren't read only. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted June 7, 2014 Share Posted June 7, 2014 (edited) I'm not certain, but I think some of the street signs might not be hires... like STOP signs and speed limit signs. Not sure because I don't have a comparison pic to compare to, but according to pics of other types of signs that I have seen on some of the mod pages (either **** Bueno or NMC) I suspect I am not seeing texture replacements for those that I should be seeing. Other than that there are no other textures that I have suspected might not be installing properly.If I go and change the entire game directory to writable, can that possibly screw something up? Or is that safe to do? Just want to make sure before I make that change to every file in that directory. Edited June 7, 2014 by oqhansoloqo Link to comment Share on other sites More sharing options...
EssArrBee Posted June 7, 2014 Author Share Posted June 7, 2014 I have mine as write able so MO's virtual filing system can do whatever it needs. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted June 7, 2014 Share Posted June 7, 2014 (edited) OK, good news buddy - it works now. :D In fact, there were many other textures that I wasn't even aware of that were worked on by the mod authors that got changed along with the roads. It looks awesome now! :) Unfortunately, as far as information for the guide goes, I was too eager to get it working that I didn't take baby steps in order to figure out if the solution was putting everything as writable or if it was the fact that I got it running under admin at least once. Here's what I did: first thing I did was try to make everything writable. I tried to do this under a non-admin account and at one point Windows asked me for admin priv to do it and even though I put my admin password in and all some files still wouldn't change... so I decided to just log out of windows and log back in as full admin. I once again selected the entire FNV game directory (which includes, in my case, all programs for modding it within the game directory) and made everything writable. Then, since I was already logged in to Windows as admin, I started up MO, sorted the mods with LOOT through MO, and then ran 4GB Loader through MO. It ran perfectly that time, unlike yesterday before I made the game directory writable and when I ran with MO admin priv only. What I should have done was log out of admin account completely and go back into reg account to load it. Anyway, it loaded fine and all textures that should be were modded, not just 1/2 (like before). So then I quit out, logged out of admin, logged in reg (Win 7, btw) account, loaded up MO with admin priv. Loaded game, worked perfectly. Quit MO, then loaded MO back up without admin priv. (whenever I switch between running MO as admin or non-admin I always have to reorder/reenable mods in MO, btw, just fyi). So I'm in MO without admin priv and I tried to start up the game with 4GB Loader. It bugged out and threw me into the FNV launcher instead. Then I figured something out - it wasn't loading properly because it was looking for Steam, though Steam was running - what?... but Steam had been started under admin priv still running from before. So I quit Steam and then in MO tried to run 4GB Loader again. It loaded up Steam, this time without admin priv (because I was running MO without admin priv). All loaded up fine with textures fully modded. So, taking in all that, I think that main culprit was having at least *something* (don't know exactly which file or files) changed from read-only to writable... But apparently I had to be logged in to my Windows admin account in order to give permission to make everything in the game directory writable. Because after doing that, the textures are showing up fine in both admin and non-admin. Though, it's also possible that running the game successfully under admin once triggered something to be modified. I think that this information should be used to determine exactly what fixed the issue. Then after figuring that out, in a concise way, I think it is very important information to mention in your guide. Perhaps some of these sorts of factors may be affecting STEP issues as well, with Skyrim. I am going to apply this to that as well and see what happens. I actually already run that in admin, but I've never tried bothered to make everything in that game directory writable. Did you make your Skyrim directory writable also, EssArrBee? Edited June 7, 2014 by oqhansoloqo Link to comment Share on other sites More sharing options...
EssArrBee Posted June 7, 2014 Author Share Posted June 7, 2014 I think mine is write able because I do some much with tes5edit, ck and enb. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted June 7, 2014 Share Posted June 7, 2014 F&L guide mod installation note: "Roberts Male Body" mod's esp file "Roberts_NewVegas.esp" supposedly is no longer necessary when the Fallout Character Overhaul is installed with the Roberts Patch. FCO's installer informs of this. So as a result, I went into the "Information" for the Roberts mod in MO and marked the .esp file in there to optional. Your guide doesn't mention this at all. Link to comment Share on other sites More sharing options...
EssArrBee Posted June 7, 2014 Author Share Posted June 7, 2014 Didn't know that was the case for that mod. Didn't read the installer, but the Robert's plugin is merged to bashed patch and doesn't get used during load either way.The FCO Roberts plugin is also merged and is later in the load order so it would overwrite anything that bashed patch merges from the roberts plugin. Link to comment Share on other sites More sharing options...
oqhansoloqo Posted June 8, 2014 Share Posted June 8, 2014 (edited) The link to the Couriers Stash Integration mod isn't working. Is there a difference between the files between the original link and your other link (the one that doesn't work right now)? The description does not state the difference between the two sources. Edited June 8, 2014 by oqhansoloqo Link to comment Share on other sites More sharing options...
EssArrBee Posted June 8, 2014 Author Share Posted June 8, 2014 I don't think there should be. The names are taken directly from the mod page so if the correct will have the same name. Link to comment Share on other sites More sharing options...
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