Fallout 4

Simply put, think of Archive2 as Bethesdas' inhouse z7ip.

Given Archive2 is bespoke to Fallout 4 in terms of Modding, here is a short article if you've not modded FO4 before.

Archive2 can be found via the CK download from Beth's site. Once installed its located into Tools folder of the main game. Id recommend creating a desktop or taskbar shortcut for ease of use. Do NOT run the tool through MO2.

Basics:
Drag and Drop archives and folders into it
CTRL-SHIFT-E to extract to the folder in question (handy to simply copy/paste the address so when Archive2 prompts for a location, you can paste)

For creating archives, naming conventions are important otherwise the game won't recognise it. The esp name must match the name of the archive.

For textures:



Create new: DDS Format
<esp name> - Textures

For scripts, meshes & materials, the typical folder types we touch in the modlist:



Create new: General Format
<esp name> - Main

Leave all settings at default unless installing WSE whereby having multiple smaller archives is suggested. 

Tip: Create a dummy plugin via the CK and save it somewhere easily referenceable. Flag it esl in xedit and it can simply be copied & renamed for each subsequent archived mod made.


To add, the left pane of (in this example) Location Improvements should look like this:



Why do we keep the mods present in MO2 but inactive?


- If they are active they will automatically win over the Location Improvements archive given they're loose, defeating the purpose of this process
- When a mod updates we can easily reference the files and file structure within the Location Improvements archive(s) that need updating
- When a mod needs removing from the Location Improvements archive we can x-ref the files and file structure than needs removing
- To actually know & understand what is within the Location Improvements archive/mod itself! 

P.S.:

- Tip: Enable the 'Content' header in MO2 to see each mod's content
- Do NOT delete the contents of the original mods or similarly opt to not install into MO2, for the above key reasons.
- A key aspect to grasp here is we copy the mods' content to a desktop folder in the same order they're used in MO2 if loose; so any files that are overwritten during the copying process is entirely intentional as it's effectively emulating the conflict winning/losing approach MO2 uses if they're used loose.

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Masterlix1982

9 comments

  1. timberwulf007
    timberwulf007
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    I downloaded the construction set from the beth net launcher and installed into the FO4 directory. Every time I try to open it, it spews out an error in a cmd window and closes. This is the error:

    Unhandled Exception: System.IO.FileNotFoundException: Could not load file or assembly 'Archive2Interop.dll' or one of its dependencies. The specified module could not be found.
    at Archive2.App.AppStartup(Object aSender, StartupEventArgs aArgs)
    at System.Windows.Application.OnStartup(StartupEventArgs e)
    at System.Windows.Application.<.ctor>b__1_0(Object unused)
    at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
    at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
    at System.Windows.Threading.DispatcherOperation.InvokeImpl()
    at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
    at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
    at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
    at MS.Internal.CulturePreservingExecutionContext.Run(CulturePreservingExecutionContext executionContext, ContextCallback callback, Object state)
    at System.Windows.Threading.DispatcherOperation.Invoke()
    at System.Windows.Threading.Dispatcher.ProcessQueue()
    at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
    at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
    at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
    at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
    at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
    at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
    at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
    at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
    at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
    at System.Windows.Application.RunDispatcher(Object ignore)
    at System.Windows.Application.RunInternal(Window window)
    at Archive2.App.Main()

    Any help would be appreciated.
    1. Masterlix1982
      Masterlix1982
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      Dont know why this wasn't a ping in my notifications, just seen it. If you haven't resolved the issue (which sounds local) feel free to ask in our discord.
    2. evildarkarchon
      evildarkarchon
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      Raising this from the dead, but this looks like a borked CK install, if you get this error message, try reinstalling (full uninstall and reinstall) CK because what this shows is that an important DLL (Archive2Interop.dll in this case) can not be found.
    3. MadMax3947
      MadMax3947
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      Reinstalling visual c++ redistributable 2012 (https://www.microsoft.com/en-us/download/details.aspx?id=30679) worked for me.
    4. BlerdLion
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      Archive2 For the Unaware

      Thanks for posting this invaluable resource.
      I've been using TESArchive for Skyrim LE-AE modding for a brief stint before opting for BAE (Bethesda Archive Extractor).
      Archive2 has a different interface from TESArchive and this guide helped to wrinkle out any kinks.
      Endorsed.

      I downloaded the construction set from the beth net launcher and installed into the FO4 directory. Every time I try to open it, it spews
      out an error in a cmd window and closes. This is the error:

      You're not alone in this...

      The Nexusmods support community is awesome.
      Kudos to you all!
    5. BlerdLion
      BlerdLion
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      Raising this from the dead, but this looks like a borked CK install, if you get this error message, try reinstalling (full uninstall and
      reinstall) CK because what this shows is that an important DLL
      (Archive2Interop.dll in this case) can not be found.

      You have a good point there.
      In my case, Archive2Interop.dll was present the entire time.
      I happen to have uninstalled Microsoft VC++ 2012 under suspicion it was slowing down my PC build.
      Lesson learned!
    6. BlerdLion
      BlerdLion
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      Reinstalling visual c++ redistributable 2012 (https://www.microsoft.com/en-us/download/details.aspx?id=30679) worked for me.

      Thanks for this.
      Uninstalled all Microsoft VC++ redistributables, rebooted and systematically
      reinstalled—2005, 2008, 2010, 2012, 2013 and 2015-2022—x86 first, then
      x64, and rebooted between each individual application install.
      Fixed.
    7. Dutch1066
      Dutch1066
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      Reinstalling visual c++ redistributable 2012 (https://www.microsoft.com/en-us/download/details.aspx?id=30679) worked for me.

      For the love of God; thank you!
    8. DonutSteelPeas
      DonutSteelPeas
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      Absolute goat