Fallout 4

Fallout 4

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Arondight Nov 10, 2020 @ 11:15am
[Problem] Using fallout 4.ini to make the game read a ba2
Hello there, as title says i'm having an issue with textures loaded with this method. I did add the archive name inside fallout4.ini under

[Archive]
sResourceIndexFileList

The texture however appears broken but I know that said texture works since I tryed loading them with an esl just fine. Can someone give some knowledge about it please?
Last edited by Arondight; Nov 10, 2020 @ 11:16am
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Ilja Nov 10, 2020 @ 11:45am 
The line is:

[Archive]
sResourceDataDirsFinal=

And I would recommend adding it to fallout4custom.ini where most custom edits go.
=EGC= kansasterry Nov 10, 2020 @ 12:03pm 
The two important lines are

[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=

When replacing textures etc. with mod added ones.
Last edited by =EGC= kansasterry; Nov 10, 2020 @ 12:03pm
Arondight Nov 10, 2020 @ 1:36pm 
Originally posted by Ilja:
The line is:

[Archive]
sResourceDataDirsFinal=

And I would recommend adding it to fallout4custom.ini where most custom edits go.
thanks, going to try this out asap. Mind if I ask you about how the game prioritizes textures loaded in this way? I assume they are going to replace vanilla textures in case of conflicts but on the other hand they are going to get replaced by anything loaded via esp, correct?
Arondight Nov 10, 2020 @ 1:37pm 
Originally posted by =EGC= kansasterry:
The two important lines are

[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=

When replacing textures etc. with mod added ones.
thanks, I already have these 2
Ilja Nov 10, 2020 @ 1:40pm 
As usual, resource priority for files in archives will be loaded according to respective plugin position in the load order.

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.
Arondight Nov 10, 2020 @ 2:24pm 
Originally posted by Ilja:
As usual, resource priority for files in archives will be loaded according to respective plugin position in the load order.
yea I know about that but what about archives loaded via ini, since there's no plugin for them?
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
Ilja Nov 10, 2020 @ 2:26pm 
You don't need "Merged - Textures.ba2" part. Just "sResourceDataDirsFinal="

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.
Arondight Nov 10, 2020 @ 2:29pm 
Originally posted by Ilja:
You don't need "Merged - Textures.ba2" part. Just "sResourceDataDirsFinal="

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.
the thing is, I don't want to unpack the archive, ba2 have better performance and use way less space than loose file, that's why I opened this thread, wanted to know how to load the ba2 without using a plugin
Ilja Nov 10, 2020 @ 2:30pm 
Oh... I really misunderstood this then. I thought you spoke about file archives including 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.
Last edited by Ilja; Nov 10, 2020 @ 2:31pm
=EGC= kansasterry Nov 10, 2020 @ 3:03pm 
Originally posted by Arondight:
Originally posted by Ilja:
You don't need "Merged - Textures.ba2" part. Just "sResourceDataDirsFinal="

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.
the thing is, I don't want to unpack the archive, ba2 have better performance and use way less space than loose file, that's why I opened this thread, wanted to know how to load the ba2 without using a plugin

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
Last edited by =EGC= kansasterry; Nov 10, 2020 @ 3:08pm
Ilja Nov 10, 2020 @ 3:07pm 
If you have trouble fitting plugins in to game, then you could try ESL instead. They are not restricted by the hard plugin limit.
Arondight Nov 11, 2020 @ 7:28am 
alright, managed to make it work this time, the method described in the s.t.e.p. guide worked this time, not sure what I did wrong last time, thanks anyways for help
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Date Posted: Nov 10, 2020 @ 11:15am
Posts: 12