Preparing for the Patch

Post » Thu Mar 17, 2011 8:43 pm

I recall another poster around here that said the last time they patched, it corrupted various mods that installed new textures into the game. Something to do with the age old Archve Invallidation problem... I just want to know what steps I should be taking to ensure that when Steam updates the game, I'm not left with huge ! labels indicating missing textures.

The only mod I'm using that introduces new textures is Nevada Skys, and Ive used this Archive Invallidation solution to ensure that game currently accepts the new textures and doesn't overwrite them with the old ones:

http://www.newvegasnexus.com/downloads/file.php?id=37004

But before the game updates with this next patch, are any of the following suitable workarounds to ensure I don't encounter problems with missing textures:

i) Back up modified ini file and copy 'n' paste it again post patch.

ii) Create back up of pre-patch game executalbe and restore it again post patch.

I don't use FOMM as I'm too lazy to get my head around it (even that I know it has a Archive Invallidate button or something that could fix things post patch if the textures go haywire).

Any thoughts on how to prepare for the patch folks?
User avatar
Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Fri Mar 18, 2011 5:25 am

The executable only needs to be backed up if you use NVSE. Pretty much any other standard mod should not be affected by the EXE changing. The exception to this might be things like the DLL replacement and the 4GB patch, but I don't believe either of those work with the current version anyway. No harm in doing it though.

Backing up the INI is a good idea, but I'd make sure you only restore the specific elements that you modified, not the entire file. You don't want to overwrite any changes they make to the INI file with the patch.

The problem with Archive Invalidation was an odd one and couldn't be predicted by the community. If something similar happens again, I don't think you'll be able to predict and avoid it.

One possible Issue I could see would be with file dates. The game gives files priority based on the dates, so if the patch ups the date on some of the files they might take priority over mod files. Not sure if that will be an issue or not.
User avatar
Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Fri Mar 18, 2011 3:04 am

[quote name='showler' timestamp='1291739630' post='16765717'

One possible Issue I could see would be with file dates. The game gives files priority based on the dates, so if the patch ups the date on some of the files they might take priority over mod files. Not sure if that will be an issue or not.
[/quote]

wouldn't using FOMM or other mod managers help with that possible issue?
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Fri Mar 18, 2011 3:42 am

Yes. And I'm not sure if it will be an issue at all.

OP said they don't use FOMM though. I only mentioned it because it's one of the more obscure reasons for updates to mess up mods.
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm


Return to Fallout: New Vegas