

The whole Archive Invalidation will be done. > It's recommended to use the little tool ArchiveInvalidation Invalidated. This is the process to recognise certain new files which have been placed into the Data folder.
#FALLOUT 4 NEXUS MODS MOD#
Body Replacer, Weapon Mod Kits, Armor Mods, etc) require something which is called "ArchiveInvalidation". If Windows tells you that such a folder already exists, overwrite. (click to enlarge the special trick animation 8) added by yourself: Textures, Meshes, Soundĭon't think too complicated, just copy & paste Plugins / Masterfiles and Folders like Textures, Meshes, Sound or Music as they are (with all its content) into the Data Folder.existing by default: Music, Shaders, Video.BSA = Bethesda Softworks Archive => Files with ending *.bsa (seldom part of user created Mods).ESM = Elder Scrolls Master => Files with ending *.esm.ESP = Elder Scrolls Plugin => Files with ending *.esp.The Folder Structure Many Mods only contain Plugins, others just Folders - usually you'll find both.
#FALLOUT 4 NEXUS MODS INSTALL#
To avoid issues under Vista and Win7, the install location of Steam can be customised, see point #V. > The default path for Steam Versions is C: \ Program Files \ Steam \ steamapps \ Common \ Fallout 3 \ Data That's why in some READMEs you'll find the term " \ Fallout 3 \ Data \" You may have customised the install path to something else e.g. > The default path for DVD Versions is C: \ Program Files \ Bethesda Softworks \ Fallout 3 \ Data

Fallout Script Extender (FOSE) -> many Mods require its additional scripting commands to work.Fallout Mod Manager (FOMM) -> optional Fallout Launcher providing very useful Modding-Tool, like BSA browser, BSA creator and TESsnip.Currently in beta stage and regarding tools not as powerful as FOMM, but more features will follow Nexus Mod Manager (NMM) -> The official Mod Manager.a "Data Compression Utility" like 7zip, WinRAR, IZArc or TUGZip -> to extract file archives.

I ) Mods Prerequisites - Tools that make life easier Must Haves
