Archive invalidation fnv

Author: J | 2025-04-24

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Vortex Support ; Archive invalidation FNV Broken Archive invalidation FNV Broken. By hawkeyebx3 Ap in Vortex Support. Recommended Posts. hawkeyebx3. Posted

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FNV Archive Invalidation Problem - YouTube

Textures for better performance in the wastelands. This changes Rocks, Roads and Landscape textures to the same size as the default textures, for maximum performance.Install using NMM, AFTER installing the main mod. Overwrite when asked.Troubleshooting:* If textures don't show up in-game, eg. the ROADS, make sure you have ticked 'archive invalidation' in Nexus Mod Manager. If you already have, untick it, then tick it again. Also, try restarting Nexus Mod Manager. If NMM does not work, Please try this mod:[/url] ArchiveInvalidation File Generator by Sir Garnon . Its an archive invalidation text file generator. Deactivate all other methods of Archive Invalidation you (may) have tried first, then try this mod. In my opinion it's the most reliable way of getting ALL new textures to show in game.* If the game stutters/ crashes more often, use the FNV 4GB Patcher (by Roy Batty and LuthienAnarion). This is a new solution to making your Fallout New Vegas 4GB aware and automatically load NVSE if present. And maybe also check out the 'Stutter Remover' mod here at Nexus. If that doesn't fix it, try a smaller sized pack.* If you are not happy with your performance, download and install a smaller sized pack or turn down some of your in-game settings.* If you are getting good performance and want better graphics, install a larger sized pack.NOTES FOR USERS ALREADY FAMILIAR WITH THIS MOD:This page and downloads page has been recently overhauled, mainly due to the same questions being asked over and over again and because of Nexus Servers not working properly and stopping people downloading this mod easily enough. This involved me having to delete all the old files and re-upload the whole mod as NMM-compatible files. There are NO new textures, so if you already have my texture pack installed, there is NO NEED TO RE-DOWNLOAD IT!

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[FNV] Archive Invalidation is not working with MO2 :

What This Mod Does:It changes the vast majority of in-game graphics (see screen-shots)Does not retexture the DLC. But the DLC will still work if you use this mod, but will use default game textures where applicable.This was a years worth of work, all textures were made individually by 1 person alone, and took a great deal of effort. What graphics does this mod change?RoadsLandscapeTrees (ie trunks/branches)VehiclesBuildingsInteriorsMedium to large sized objects (eg. toolboxes, Nuka cola vendors, chairs, cupboards etc).What graphics does this mod NOT change?SkyWaterSmall clutter objects (eg bottles, cans, books etc)ClothingNPC's (in game characters)Bodies/ facesWeaponsPosters, Bill-boardsDecals, EffectsFoliage- grass, leaves, bushes etc.Text/fonts/ UI elements.Pipboy(so any glitches with these particular textures has NOTHING to do with this mod!).How to install this modI will cover using NMM (Nexus Mod Manager) and FOMM (Fallout Mod Manager), and Manual installation methods below.There are 3 main Sizes of texture pack to pick from, all contain the same number of textures, just at different resolutions:From highest quality to lowest quality:* LARGE- Ultra High Quality, maximum resolution graphics. (Typically: 2048 x 2048 Textures & 2048 x 2048 Bumpmaps/Normal maps)You need to use the FNV 4GB Patcher (by Roy Batty and LuthienAnarion) mod or you will most likely get slowdowns and crashing and texture glitches and CTD's.* MEDIUM- Very High Quality Graphics. (Typically: 2048 x 2048 Textures & 1024 x 1024 Bumpmaps/Normal maps)Strongly advise to use the FNV 4GB Patcher (by Roy Batty and LuthienAnarion) mod, or you may get slowdowns and crashing and texture glitches and CTD's.* SMALL- (Typically: 1024 x 1024 Textures & 1024 x 1024 Bumpmaps/Normal maps, a lot are 512x512 sized)Good quality graphics, a lot are around the same resolution as the default game graphics (512x512), some are a little larger (1024x1024). Don't think they are not worth trying, you will be very pleasantly surprised!*NEW* burner9875 has kindly just created and released this: Pre-generated LOD for NMC's Texture Pack to complement my texture pack here. This will make distant objects and landscape tie-in accurately with my new textures. This is a must-have addition to complement this texture pack! Installing with NEXUS MOD MANAGER (NMM).Next, pick a size pack you want to use and download it by clicking on the green button on the downloads page...so,LARGE- Download the 3 parts and install ALL 3 parts via NMM.MEDIUM- Download the 2 parts and install BOTH parts via NMM.On the Large and Medium Packs, when installing the second and third parts you will see a window pop up in NMM: Select 'NO'.THIS IS IMPORTANT, as NMM will otherwise uninstall the part you have just installed!SMALL- Download the single file, and install and activate it via NMM. FOR ALL SIZES- Download and install the "Red_Wood_And_Burnt_Fence_Clash_Fix" patch file (Filed under 'UPDATES' half-way down the 'downloads' page) and overwrite if/when asked.IMPORTANT:Activate 'Archive Invalidation' in the tools (spanner/ wrench icon) tab of NMM. Even if it is already activated, switch it OFF then back ON.***Resetting archive Invalidation should be standard practice after installing any new graphics mod***. You are ready to play.Installing

[FNV] Cannot get Archive Invalidation working with MO2 FNV

To operation of filling matrix/vector elements by index;SS-3524: Multiple rename behavior improved to handle arrow keyboard buttons correctly;Worksheet invalidation corrected for Pages View when Regions deleted as a result of Undo action;Worksheet invalidation corrected when Regions deleted as a result of Undo action with non-default worksheet zoom;Handling of input into Region Description improved;Incorrect default print page size on program loading fixed;Change of print page size on Worksheet printing avoided;Unexpected pagebreaks and invisible Regions in some cases on print out fixed.MiscellaneousRegion can be moved pressing on it's border only when Region is focused;SS-3519/SS-3523: German units names of a/yr corrected. Version 0.99.6654 - Beta (released at 3/21/2018) ImprovementsAdded ability to install plug-in using drag'n'drop of downloaded zip-archive into SMath Studio window.CorrectionsFixed unwanted scrolling on copying Region using Ctrl+Move by mouse taking Region by it's border;SS-3517: Setting of matrix elements using linear indexing fixed;SS-3519: German units names translations updated.MiscellaneousLoading speed of the program increased;Interface translations updated;Refactoring. Version 0.99.6648 - Beta (released at 3/15/2018) ImprovementsThe following internal setting support implemented: NumbersOutputFormatDisambiguation=CurrentPreset (can be added into settings.inf content as a separate line) - it allows to open legacy files using new numbers format set into program options.CorrectionsVectorization operator improved to support more different cases.MiscellaneousCritical issue of wrong collapsed area handling on save fixed;Refactoring. Version 0.99.6647 - Beta (released at 3/14/2018) CorrectionsSelect All (or Ctrl+A) inside a Worksheet allowed now when Calculation is in progress;Loading of the program became faster on some environment configurations.MiscellaneousFixed issue related to termination of separate thread for calculations. Version 0.99.6646 -. Vortex Support ; Archive invalidation FNV Broken Archive invalidation FNV Broken. By hawkeyebx3 Ap in Vortex Support. Recommended Posts. hawkeyebx3. Posted Archive invalidation invalidated for FNV (the one most likely to fix your issue) 4Gb Patch for FNV FNV Stutter removal FNV Script Extender Reply reply The fallout.ini shouldn’t need to be fixed, the archive invalidation does that automatically. And for script extended to work, you need to run it through the script extender launcher.

Archive Invalidation With MO2 : r/fnv - Reddit

With FOMM (Instructions provided courtesy of EvilOssie)- Use this version of FOMM. Once it's installed and set up, do the following...1) Manually download whichever packs you want to use to your desktop (or wherever you download to).2) Unzip each download individually; inside each is a folder titled something like NMCsTexPack xxxx; open that folder and and copy/paste the contents into a new empty folder and approve merges/overwrites if asked. DO NOT include the NMCTexPack folder(s), only their contents folders.3) Once you have done that, name the folder 'NMC's Textures' or similar, open FOMM to the package manager (second panel) and do a normal 'Create from Folder' install. Wait a long time as everything is installed4) And then reset archive invalidation through FOMM. You should be good to go afterward.NOTE: If you're using the small pack (single folder download), the second and third steps can be skipped; manual download and then do a normal install. Reset archive invalidation afterward.Installing Manually.I am supplying these instructions because people have now started asking in the thread. Unfortunately, the Nexus servers are very unreliable and often break files when downloading the mod manually, so there are errors when extracting the mod. Read back on the thread and you will see it is littered with complaints about broken files due to the Nexus servers cutting out. I would advise downloading with a download manager- I use Free Download Manager (FDM) with no issues.Download the relevant file(s) manually.Extract the .zip file(s), and open the folder created- theres a folder inside called 'textures' and another called 'meshes'.Copy both of these into the folder called 'data' in your Fallout New Vegas game folder.Click 'yes' if asked if you want to replace files.Activate 'Archive Invalidation' in the tools (spanner/ wrench icon) tab of NMM. Even if it is already activated, switch it OFF then back ON.***Resetting archive Invalidation should be standard practice after installing any new graphics mod***. (there are several Archive Invalidation mods here at Nexus that do that, search for them and choose one).Uninstallation:If you installed via NMM, then uninstall via NMM. Or with FoMM if you installed it by that method.If you installed manually, please use 'Ox30s Uninstaller for NMCs Texture Pack NewVegas Edition' (found at the bottom of the main files on the download page). Instructions contained within the file.Optional files:* Ratio Main screen for NMCs Texture Pack:Even though this problem exists with the default game, I have provided a ratio mainscreen correction for this mod. This corrects the distortion caused by the main image being resized depending on you screen ratio.Simply choose the version that matches your aspect ratio, and install using NMM, AFTER installing the main mod. Overwrite when asked.* NMCs Texture pack WASHEDOUTWASTELAND:This is a version of the landscape textures with a more washed-out/ less red landscape/rocks, more matching the original game's colouration. If after trying it, you prefer my original colouring of the landscape, simply re-install the original mod.Install using NMM, AFTER installing the main mod. Overwrite when asked.* NMCs_NewVegas_512x512_Performance_Landscape:Default Sized Landscape

[FNV][Help] What's the deal with Archive Invalidation?

Repack only again (44MB compressed and 88MB decompressed) also crash on startup :S mimi_lys Posts: 3514Joined: Mon Apr 09, 2007 11:17 am » Mon May 14, 2012 9:59 am I promise, my solution in the first reply is why the game is crashing. I had the same problem. .bsa files for Oblivion and Fallout have a different file header then .bsa files for Skyrim. When you repack a .bsa with FOMM it assumes you're making a .bsa for Fallout, so it sets the headers for fallout. Skyrim tries to access what it sees as a fallout archive, and explodes. Just change the header bytes manually, problem solved. You can just open the mesh.bsa that you originally unpacked to see what the bytes should be, if you didnt follow exactly which ones to change.Yes, you are right. Algorithm for .bsa files on Skyrim is diferent and with hex editor would work. Thx for reply xD Nikki Lawrence Posts: 3317Joined: Sat Jul 01, 2006 2:27 am » Sun May 13, 2012 10:54 pm I know this and with .bsa animation unpack and repack only again (44MB compressed and 88MB decompressed) also crash on startup :SYou could try use the "copy"-option. This all develops so fast I haven't even run the game yet. I only compared the BSA-headers and in theory they should be fine. I appreciate feedback. Mizz.Jayy Posts: 3483Joined: Sat Mar 03, 2007 5:56 pm » Mon May 14, 2012 2:29 am Extract the assets out, modify them, then drop them in the data folder in the correct directory structure and use archive invalidation to load them as overrides.Is archive invalidation necessary again with the 'new' engine? Benji Posts: 3447Joined: Tue May 15, 2007 11:58 pm » Mon May 14, 2012 11:44 am Honestly, one should never modify the default BSAs. Extract the assets out, modify them, then drop them in the data folder in the correct directory structure and use archive invalidation to load them as overrides.This is not correct. People have unpacked and PyFFI'd the vanilla Oblivion meshes, then repacked them as BSAs and have got significant performance increases.

[FNV] Archive Invalidation not working : r/FalloutMods

Unpack and repack .bsa files? I would like unpack .bsa and repack without compress for improve performance (.bsa files have 100% compression, meshes .bsa is 1,4GB default and unpack are 2,8GB) but I tried do it with FOMM and skyrim crashed on startup with .bsa files decompressed with FOMM. Anyone know .bsa tool working on Skyrim .bsa files? or we need waiting for new tools for Skyrim? Sorry for my bad english Queen Posts: 3480Joined: Fri Dec 29, 2006 1:00 pm » Mon May 14, 2012 10:41 am I would like unpack .bsa and repack without compress for improve performance (.bsa files have 100% compression, meshes .bsa is 1,4GB default and unpack are 2,8GB) but I tried do it with FOMM and skyrim crashed on startup with .bsa files decompressed with FOMM. Anyone know .bsa tool working on Skyrim .bsa files? or we need waiting for new tools for Skyrim? Sorry for my bad english Use a hex editor. FOMM sets the 5th bit to 67 and the 14th bit to 07. They should be 68 and 00, respectively, for Skyrim. Can't comment on whether uncompressing is actually worthwhile though.Least I think its the 14th bit...either way, change whatever bit is 07 to 00, in the first line. Catherine Harte Posts: 3379Joined: Sat Aug 26, 2006 12:58 pm » Sun May 13, 2012 9:08 pm Honestly, one should never modify the default BSAs. Extract the assets out, modify them, then drop them in the data folder in the correct directory structure and use archive invalidation to load them as overrides. dell Posts: 3452Joined: Sat Mar 24, 2007 2:58 am » Mon May 14, 2012 6:52 am Honestly, one should never modify the default BSAs. Extract the assets out, modify them, then drop them in the data folder in the correct directory structure and use archive invalidation to load them as overrides.I won't modify files, i would like unpack .bsa files only and repack without compress for FPS performance as oblivion. Epul Kedah Posts: 3545Joined: Tue Oct 09, 2007 3:35 am » Mon May 14, 2012 7:53 am Have your tried

Archive Invalidation / Black Underwear Issues in FNV

About this mod A WORKING way to set up archive invalidation. Requirements Permissions and credits I found out how to set up archive invalidation so I figured I would share the method with the community.+++NOTE+++ I did not create the ArchiveInvalidationInvalidated mod, i just figured out how to make it work with NV.+++NOTE+++ Since the new update, the way to get it working was to rename it (thanks to FuzzyWuzzy22 for figuring it out). I have already done this for you.INSTALL:1.) First open your "Fallout_default.ini" which is located in "Steam\SteamApps\common\fallout new vegas" and search for SArchiveList, once found add "Fallout - ArchiveInvalidation.bsa" to the list before "Fallout - Textures.bsa". What it looks like before adding the new BSA to the list: SArchiveList=Fallout - Textures.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - MenuVoices.bsa, Fallout - Misc.bsa What it looks like after adding the new BSA to the list: SArchiveList=Fallout - ArchiveInvalidation.bsa, Fallout - Textures.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - MenuVoices.bsa, Fallout - Misc.bsa 2.) Search for bInvalidateOlderFiles and change it from 0 to 1. 3.) Save Fallout_default.ini. 4.) Place Fallout - ArchiveInvalidation.bsa into your \Fallout 3\Data\ folder. 5.) All done!. Vortex Support ; Archive invalidation FNV Broken Archive invalidation FNV Broken. By hawkeyebx3 Ap in Vortex Support. Recommended Posts. hawkeyebx3. Posted Archive invalidation invalidated for FNV (the one most likely to fix your issue) 4Gb Patch for FNV FNV Stutter removal FNV Script Extender Reply reply The fallout.ini shouldn’t need to be fixed, the archive invalidation does that automatically. And for script extended to work, you need to run it through the script extender launcher.

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Archive Invalidation Question : r/fnv - Reddit

This has been giving me a headache for the past couple days now.I've rigged together a compilation mod of Roberts Male Body, Hgec ECup, and Protective Female Armours. The good news? The .esp works, and everything loads dandily when the mesh and texture files are installed as loose files.But when packing them into a .bsa? Nada, might as well be playing Vanilla. I've tested this repeatedly with a completely stock install.Wrye Bash's BSA Redirection? Nada.Redate the .bsa files (with the above), with Oblivion's given creation dates at 2006, and the compilation mod at 2017? Nada.Oblivion Mod Manager's BSA Redirection? NadaRedated the .bsa files again? NadaArchive Invalidation Invalidated? NadaRedated the .bsa files again? NadaI've tried the above steps again and again, with different levels of bsa compression, and with different tools. Doesn't matter if I use OMM's BSA Creator, BSAOpt, or BSACommander, the replacer .bsa won't load.It's right bizarre. I can access Shivering Isles and such, so loading new assets from .bsa files is working fine. But mesh and texture replacers won't work for me, unless they're loose. Which is a bloody nightmare, as I want to keep my data folder tidy. I do plan on making mods myself, after all.With Skyrim, .bsa files just worked, replacers and non-replacers alike. Fallout New Vegas? Archive Invalidation sorted that out right quick. It's only Oblivion that's giving me the finger.And yes, the file paths are correct. The BSA shows the topmost folders as Meshes & Textures, just like with the vanilla .bsa files. The filenames are as well, and appending " - Main" to it did nothing, nor did separating the files into two .bsa files, one for textures and the other for meshes.So aye, what do? I've upload an archive of the .bsa and .esp file to Mega, if anybody fancies poking around in there: Edited April 13, 2017 by FiftyTifty

Archive Invalidation for FNV NMM. - Steam Community

Bug Fix Guide for all Fallout GamesPOST FORMATTINGPlease use tags in your post titles for what game, and what you want to discuss! Each post MUST have a tag for which game you are posting about.[FO4] - For Fallout 4[FNV] - For New Vegas[FO3] - For Fallout 3[FO2] - For Fallout 2[FO1] - For Fallout 1[FOT] - For Fallout Tactics[F76] - For Fallout 76EXAMPLE : [FNV] New Vegas Fiend CompanionSpoilersPlease use spoiler tags for MAJOR game events. Minor spoilers should be expected here.Type Without quotes :"[Mr House is actually an Alien who started the great war]" (/spoiler)To get this :Just kidding, that would be a terrible storyUseful linksFallout Wiki - NukapediaFallout Wiki: The VaultGECK WIKI - Wiki for the GECK mod making toolNew Vegas Nexus - For all your New Vegas modding needsFallout 3 Nexus - For all your Fallout 3 modding needsFallout 4 Nexus - For all your Fallout 4 modding needsExplore the Fallout Network/r/fallout - Reddits Fallout Home/r/fo3 - Discussion Fallout 3/r/fnv - Discussion for New Vegas/r/fo4 - Discussion for Fallout 4/r/classicfallout - For the early Fallout games/r/falloutlore - In depth discussion for everything lore relatedDiscord serverTwitter account. Vortex Support ; Archive invalidation FNV Broken Archive invalidation FNV Broken. By hawkeyebx3 Ap in Vortex Support. Recommended Posts. hawkeyebx3. Posted Archive invalidation invalidated for FNV (the one most likely to fix your issue) 4Gb Patch for FNV FNV Stutter removal FNV Script Extender Reply reply The fallout.ini shouldn’t need to be fixed, the archive invalidation does that automatically. And for script extended to work, you need to run it through the script extender launcher.

Archive Invalidation (FOMM) not working [FNV] - Reddit

Spore Hash Extension for VS CodeConvert between names and FNV Hash IDs used in DBPF files for Spore, a 2008 video game from Maxis.Resources used by the game are typically identified by IDs - 32-bit integers in hex format. These IDs are FNV Hashes, calculated from a string name. For example, the creature model file format is "crt", which has a hash of 0x2B978C46.This extension provides an easy way to convert between names and hashes.The primary use for these hashes is for naming folders (groups), files (instances), and filetypes (types) inside of DBPFs (database packed files), which normally have the extension .package. DBPFs hold most of the data used by Spore, and mods can also add their own DBPFs to add or modify content in the game.This format is also used by Darkspore and SimCity (they share much of their code and design with Spore), as well as other Maxis games.FeaturesShows the FNV hash of selected text, in the status bar.Click the hash in the status bar to copy it to the clipboard.DownloadClick "Releases" above to download the latest version. Downloads are provided as a VSIX file, which can be installed from VS Code's Extensions sidebar.DiscordIf you need any help, join our Discord at associated with or endorsed by Electronic Arts or Maxis.

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User7464

Textures for better performance in the wastelands. This changes Rocks, Roads and Landscape textures to the same size as the default textures, for maximum performance.Install using NMM, AFTER installing the main mod. Overwrite when asked.Troubleshooting:* If textures don't show up in-game, eg. the ROADS, make sure you have ticked 'archive invalidation' in Nexus Mod Manager. If you already have, untick it, then tick it again. Also, try restarting Nexus Mod Manager. If NMM does not work, Please try this mod:[/url] ArchiveInvalidation File Generator by Sir Garnon . Its an archive invalidation text file generator. Deactivate all other methods of Archive Invalidation you (may) have tried first, then try this mod. In my opinion it's the most reliable way of getting ALL new textures to show in game.* If the game stutters/ crashes more often, use the FNV 4GB Patcher (by Roy Batty and LuthienAnarion). This is a new solution to making your Fallout New Vegas 4GB aware and automatically load NVSE if present. And maybe also check out the 'Stutter Remover' mod here at Nexus. If that doesn't fix it, try a smaller sized pack.* If you are not happy with your performance, download and install a smaller sized pack or turn down some of your in-game settings.* If you are getting good performance and want better graphics, install a larger sized pack.NOTES FOR USERS ALREADY FAMILIAR WITH THIS MOD:This page and downloads page has been recently overhauled, mainly due to the same questions being asked over and over again and because of Nexus Servers not working properly and stopping people downloading this mod easily enough. This involved me having to delete all the old files and re-upload the whole mod as NMM-compatible files. There are NO new textures, so if you already have my texture pack installed, there is NO NEED TO RE-DOWNLOAD IT!

2025-04-10
User8842

What This Mod Does:It changes the vast majority of in-game graphics (see screen-shots)Does not retexture the DLC. But the DLC will still work if you use this mod, but will use default game textures where applicable.This was a years worth of work, all textures were made individually by 1 person alone, and took a great deal of effort. What graphics does this mod change?RoadsLandscapeTrees (ie trunks/branches)VehiclesBuildingsInteriorsMedium to large sized objects (eg. toolboxes, Nuka cola vendors, chairs, cupboards etc).What graphics does this mod NOT change?SkyWaterSmall clutter objects (eg bottles, cans, books etc)ClothingNPC's (in game characters)Bodies/ facesWeaponsPosters, Bill-boardsDecals, EffectsFoliage- grass, leaves, bushes etc.Text/fonts/ UI elements.Pipboy(so any glitches with these particular textures has NOTHING to do with this mod!).How to install this modI will cover using NMM (Nexus Mod Manager) and FOMM (Fallout Mod Manager), and Manual installation methods below.There are 3 main Sizes of texture pack to pick from, all contain the same number of textures, just at different resolutions:From highest quality to lowest quality:* LARGE- Ultra High Quality, maximum resolution graphics. (Typically: 2048 x 2048 Textures & 2048 x 2048 Bumpmaps/Normal maps)You need to use the FNV 4GB Patcher (by Roy Batty and LuthienAnarion) mod or you will most likely get slowdowns and crashing and texture glitches and CTD's.* MEDIUM- Very High Quality Graphics. (Typically: 2048 x 2048 Textures & 1024 x 1024 Bumpmaps/Normal maps)Strongly advise to use the FNV 4GB Patcher (by Roy Batty and LuthienAnarion) mod, or you may get slowdowns and crashing and texture glitches and CTD's.* SMALL- (Typically: 1024 x 1024 Textures & 1024 x 1024 Bumpmaps/Normal maps, a lot are 512x512 sized)Good quality graphics, a lot are around the same resolution as the default game graphics (512x512), some are a little larger (1024x1024). Don't think they are not worth trying, you will be very pleasantly surprised!*NEW* burner9875 has kindly just created and released this: Pre-generated LOD for NMC's Texture Pack to complement my texture pack here. This will make distant objects and landscape tie-in accurately with my new textures. This is a must-have addition to complement this texture pack! Installing with NEXUS MOD MANAGER (NMM).Next, pick a size pack you want to use and download it by clicking on the green button on the downloads page...so,LARGE- Download the 3 parts and install ALL 3 parts via NMM.MEDIUM- Download the 2 parts and install BOTH parts via NMM.On the Large and Medium Packs, when installing the second and third parts you will see a window pop up in NMM: Select 'NO'.THIS IS IMPORTANT, as NMM will otherwise uninstall the part you have just installed!SMALL- Download the single file, and install and activate it via NMM. FOR ALL SIZES- Download and install the "Red_Wood_And_Burnt_Fence_Clash_Fix" patch file (Filed under 'UPDATES' half-way down the 'downloads' page) and overwrite if/when asked.IMPORTANT:Activate 'Archive Invalidation' in the tools (spanner/ wrench icon) tab of NMM. Even if it is already activated, switch it OFF then back ON.***Resetting archive Invalidation should be standard practice after installing any new graphics mod***. You are ready to play.Installing

2025-04-18
User3917

With FOMM (Instructions provided courtesy of EvilOssie)- Use this version of FOMM. Once it's installed and set up, do the following...1) Manually download whichever packs you want to use to your desktop (or wherever you download to).2) Unzip each download individually; inside each is a folder titled something like NMCsTexPack xxxx; open that folder and and copy/paste the contents into a new empty folder and approve merges/overwrites if asked. DO NOT include the NMCTexPack folder(s), only their contents folders.3) Once you have done that, name the folder 'NMC's Textures' or similar, open FOMM to the package manager (second panel) and do a normal 'Create from Folder' install. Wait a long time as everything is installed4) And then reset archive invalidation through FOMM. You should be good to go afterward.NOTE: If you're using the small pack (single folder download), the second and third steps can be skipped; manual download and then do a normal install. Reset archive invalidation afterward.Installing Manually.I am supplying these instructions because people have now started asking in the thread. Unfortunately, the Nexus servers are very unreliable and often break files when downloading the mod manually, so there are errors when extracting the mod. Read back on the thread and you will see it is littered with complaints about broken files due to the Nexus servers cutting out. I would advise downloading with a download manager- I use Free Download Manager (FDM) with no issues.Download the relevant file(s) manually.Extract the .zip file(s), and open the folder created- theres a folder inside called 'textures' and another called 'meshes'.Copy both of these into the folder called 'data' in your Fallout New Vegas game folder.Click 'yes' if asked if you want to replace files.Activate 'Archive Invalidation' in the tools (spanner/ wrench icon) tab of NMM. Even if it is already activated, switch it OFF then back ON.***Resetting archive Invalidation should be standard practice after installing any new graphics mod***. (there are several Archive Invalidation mods here at Nexus that do that, search for them and choose one).Uninstallation:If you installed via NMM, then uninstall via NMM. Or with FoMM if you installed it by that method.If you installed manually, please use 'Ox30s Uninstaller for NMCs Texture Pack NewVegas Edition' (found at the bottom of the main files on the download page). Instructions contained within the file.Optional files:* Ratio Main screen for NMCs Texture Pack:Even though this problem exists with the default game, I have provided a ratio mainscreen correction for this mod. This corrects the distortion caused by the main image being resized depending on you screen ratio.Simply choose the version that matches your aspect ratio, and install using NMM, AFTER installing the main mod. Overwrite when asked.* NMCs Texture pack WASHEDOUTWASTELAND:This is a version of the landscape textures with a more washed-out/ less red landscape/rocks, more matching the original game's colouration. If after trying it, you prefer my original colouring of the landscape, simply re-install the original mod.Install using NMM, AFTER installing the main mod. Overwrite when asked.* NMCs_NewVegas_512x512_Performance_Landscape:Default Sized Landscape

2025-03-29

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