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[Archive]
sResourceDataDirsFinal=
And I would recommend adding it to fallout4custom.ini where most custom edits go.
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
When replacing textures etc. with mod added ones.
Loose files will win all conflicts against resources in ESP loaded archives. If two files share the same name, then file added next will overwrite file in hard drive.
If you are using a MO2 or Vortex, then mod priorities determine loose file resource priorities, so they will actually get overwritten.
also I added the archive to fallout4custom.ini and it didn't work, this is what I have in there now
[Display]
iLocation X=0
iLocation Y=0
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=Merged - Textures.ba2
The texture is no longer broken but purple, so I assume the game doesn't even recognize it being there
Mod manager unpacks RAR, 7Z, ZIP archives automatically as loose files.
If you are modding manually, then you will have to unpack those file archives. Game does not do that. INI-file does not handle archives, just allows game to detect loose files.
That tweak does nothing in relation of BA2. They are only set to be loaded by respective plugin (ESM, ESP or ESL).
Tweak only manages loose files, which are distributed outside of BA2, like loose file textures etc.
A blank or empty plugin with the correct name can be used if you just want it to load the ba2 file.
modders do this all the time and an empty bsp file will simply force it to load the ba2 file with the same name before the - on the ba2 file without adding anything else to the game.
For example
DLCRobot.esm or DLCRobot.esp or DLCRobot.esl
if empty of forms would still trigger the game to load
DLCRobot - Main.ba2
DLCRobot - Textures.ba2
DLCRobot - Voices_en.ba2