As of Patch 10, it is no longer necessary to include base game archives in the above list.
Patch 10 introduces hardcoded internal lists for several archive lists, ensuring that vanilla game assets are always loaded irregardless of custom archive list overrides. Custom archive lists continue to be loaded by the game, after vanilla archives. (This is the current behaviour as of Patch 10, but do keep in mind that this may again change in future game updates.)
Same here on Windows 10 & 11 systems (C)rash (T)o (D)esktop unless commented out. Usually at the point of the Atom Store spinner loading or soon after finding world or loading into world. A silent CTD after a slight stuttering in the game.
yuk75 wrote: Doesn't seem to be working since todays update, would absolutely love an update if you can .
cerrogordium wrote: Same here on Windows 10 & 11 systems (C)rash (T)o (D)esktop unless commented out. Usually at the point of the Atom Store spinner loading or soon after finding world or loading into world. A silent CTD after a slight stuttering in the game.
#BetterInventory.ba2 in ini file solves problem.
straatschoffie wrote: For me the mods still works, no crashes, but i have since this Update major lag. I will check if disabling this mods solves the lag.
neurocrash wrote: Strange, the mod is working fine for me after the update.
MrTroubleMaker wrote: cerrogordium
Yes same for me, on windows 11, this is the only mod I have installed, removing the mod fixes the issue.
Bethesda have edited Pipboy_InvPage.swf, hopefully its a simple change for R2K.
I would try to use the auto patcher to change it myself, but have no idea on how to do it.
yuk75 wrote: I've not heard of an auto patcher....do you have a link by any chance?
Auto patcher errors out. It can't find something it is looking for in the current Pipboy_InvPage.swf. Game crashes involving the inventory, now, after the recent update. :/
Possibly, this mod reduces the number of corpses visible in Area Looting. Just put it on and:
Instead of 15+ corpses visible around each siphon in 'Invaders', it's now no more than 3. Many fewer in 'One Violent Night'. Many fewer in Daily Ops (much less ammo).
It seems like I now only see corpses for which I delivered the kill shot.
Took it off and Daily Ops seemed normal - drops from all corpses, not just the ones I hit.
billw1955 wrote: Possibly, this mod reduces the number of corpses visible in Area Looting. Just put it on and:
Instead of 15+ corpses visible around each siphon in 'Invaders', it's now no more than 3. Many fewer in 'One Violent Night'. Many fewer in Daily Ops (much less ammo).
It seems like I now only see corpses for which I delivered the kill shot.
Took it off and Daily Ops seemed normal - drops from all corpses, not just the ones I hit.
My only other mods are TZMap and Lowered Weapons.
Hi Bill.
Very interesting findings.I too was surprised by what seemed to be much lower range and/or amount of "Area Looting".I never thought to disable Better Inventory and see what the difference would be while doing things the same way.
Please consider doing 'One Violent Night' again without Lowered Weapons and compare "Area Looting": [preferably in a Private World with others] ( 1 ) Not on a team. ( 2 ) Staying in the same spots. ( 3 ) Facing, as often as can be, the same directions. ( 4 ) Killing only around 20 enemies. (or whatever approx baseline number of kills you wish) ( then ) Disable Better Inventory. Go to a fresh world and repeat 1 to 4 and note the changes in Area Looting. CheersBill Reflectively,BorderXer
I put BetterInventory in front of TZMap, TZMapMarkers and it seems mostly normal. Daily Ops, in particular, is the normal, long list of ammo at each area loot. Looting in Scorched Earth is fine for total count, but checking one corpse shows only a few items, while checking another right next to it shows the normal, long list. Could be glitchy server/a problem with area looting itself, of course. The one Radiation Rumble I've done with this configuration was a bit odd. At the end of the event, I first looted from a corpse farthest into the back right tunnel, then moved in slightly to a corpse between the two back tunnels. There, normally, several more corpses come into scope. This time, I didn't get more corpses in scope until I moved all the way to the ore deposit point. Now, there were a lot of explosions during this particular run in the area between ore deposit and the back tunnels. That could have pushed all corpses either toward ore deposit or the back tunnels, leaving the gap in area loot that I noticed. Normal total loot in the end. I'll continue to run with this configuration as I now seem to be getting all my well deserved goodies :-)
Here is my customini for those wondering what mods are still working. I can confirm all of these are working except for anything with SFE functionality like the chat mod that I use. However, there is no need to disable anything. Keep in mind the ONLY update so far I've needed to update is Rat Monkeys easy sorting which will cause issues if not updated. He's already got an update posted on his mod page, just remove the old one.
I used Vortex personally and the only thing I had to manually install is the map and SFE. Everything else works just fine with Vortex.
Here is my customini for those wondering what mods are still working. I can confirm all of these are working except for anything with SFE functionality like the chat mod that I use. However, there is no need to disable anything. Keep in mind the ONLY update so far I've needed to update is Rat Monkeys easy sorting which will cause issues if not updated. He's already got an update posted on his mod page, just remove the old one.
I used Vortex personally and the only thing I had to manually install is the map and SFE. Everything else works just fine with Vortex.
Hi HeathenSaucex. Thanks for your heads-up. ---You typed: I used Vortex personally and the only thing I had to manually install is the map and SFE. Everything else works just fine with Vortex.
So HeathenSaucex,it seems you are stating thatSFE'sdxgi.dllfile works for you without it being updated for Season 8? (for example, you can save changes in Perk Loadout Manager?) CheersHeathenSaucex
I am not sure there I have yet to test but I think so I mean the perk loadout manager UI does show up and I saw my old loadouts on it. So most likely yes! I will update if this is not the case. I don't remember if I tested it so I don't want to say I did but I did try to test everything I could beforehand.
I literaly cant manage any other mod to work with Better Inventory, exept of Perk Loadout manager. Even simple retexture breaking Better Inventory... Wtf?
Thanks for the update. You can now use items again. Still there is a bug: you cannot move the mouse to the right side of the screen. Like the last 10cm of the most right screen-part is unusable, when the mod is activated. This is a problem, when you f.e. want to change your luck-perks or simply buy something from vendor ...
1057 comments
For existing users: please update your Fallout76Custom.ini file and remove all old entries.
New Archive List Entry
[Archive]
sResourceArchive2List = BetterInventory.ba2
As of Patch 10, it is no longer necessary to include base game archives in the above list.
Patch 10 introduces hardcoded internal lists for several archive lists, ensuring that vanilla game assets are always loaded irregardless of custom archive list overrides. Custom archive lists continue to be loaded by the game, after vanilla archives. (This is the current behaviour as of Patch 10, but do keep in mind that this may again change in future game updates.)
#BetterInventory.ba2 in ini file solves problem.
I will check if disabling this mods solves the lag.
Yes same for me, on windows 11, this is the only mod I have installed, removing the mod fixes the issue.
Bethesda have edited Pipboy_InvPage.swf, hopefully its a simple change for R2K.
I would try to use the auto patcher to change it myself, but have no idea on how to do it.
Hi yuk75.
It's in the MISCELLANEOUS FILES section.
Keyring: Added sound effects that play when opening and closing the Keyring in the Pip-Boy.
https://fallout.bethesda.net/en/article/6Xry209o4ysZAsuVW19b9d/fallout-76-update-notes-april-12-2022
Instead of 15+ corpses visible around each siphon in 'Invaders', it's now no more than 3.
Many fewer in 'One Violent Night'.
Many fewer in Daily Ops (much less ammo).
It seems like I now only see corpses for which I delivered the kill shot.
Took it off and Daily Ops seemed normal - drops from all corpses, not just the ones I hit.
My only other mods are TZMap and Lowered Weapons.
Very interesting findings. I too was surprised by what seemed to be much lower
range and / or amount of "Area Looting". I never thought to disable Better Inventory
and see what the difference would be while doing things the same way.
Please consider doing 'One Violent Night' again without Lowered Weapons and compare "Area Looting" :
[ preferably in a Private World with others ]
( 1 ) Not on a team.
( 2 ) Staying in the same spots.
( 3 ) Facing, as often as can be, the same directions.
( 4 ) Killing only around 20 enemies. ( or whatever approx baseline number of kills you wish )
( then ) Disable Better Inventory.
Go to a fresh world and repeat 1 to 4 and note the changes in Area Looting.
Cheers Bill
Reflectively
Looting in Scorched Earth is fine for total count, but checking one corpse shows only a few items, while checking another right next to it shows the normal, long list. Could be glitchy server/a problem with area looting itself, of course.
The one Radiation Rumble I've done with this configuration was a bit odd. At the end of the event, I first looted from a corpse farthest into the back right tunnel, then moved in slightly to a corpse between the two back tunnels. There, normally, several more corpses come into scope. This time, I didn't get more corpses in scope until I moved all the way to the ore deposit point. Now, there were a lot of explosions during this particular run in the area between ore deposit and the back tunnels. That could have pushed all corpses either toward ore deposit or the back tunnels, leaving the gap in area loot that I noticed. Normal total loot in the end.
I'll continue to run with this configuration as I now seem to be getting all my well deserved goodies :-)
scope.ba2,BetterInventory.ba2,BobbleGlow.ba2,Glow.ba2,GlowMapFragments.ba2,ImprovedHealthBars.ba2,76OT.ba2,PerkLoadoutManager.ba2,ShowHealthReRedux.ba2,ChatMod.ba2,TZMap.ba2,ColorfulMapMarkers.ba2,UHDmap.ba2,ShowHealth.ba2
Here is my customini for those wondering what mods are still working. I can confirm all of these are working except for anything with SFE functionality like the chat mod that I use. However, there is no need to disable anything. Keep in mind the ONLY update so far I've needed to update is Rat Monkeys easy sorting which will cause issues if not updated. He's already got an update posted on his mod page, just remove the old one.
I used Vortex personally and the only thing I had to manually install is the map and SFE. Everything else works just fine with Vortex.
Hi HeathenSaucex.
Thanks for your heads-up.
--- You typed :
I used Vortex personally and the only thing I had to manually install is the map and SFE.
Everything else works just fine with Vortex.
So HeathenSaucex, it seems you are stating that SFE's dxgi.dll file works
for you without it being updated for Season 8 ?
( for example, you can save changes in Perk Loadout Manager ? )
Cheers HeathenSaucex
Reflectively
https://www.reddit.com/r/fo76/comments/t4abu8/fallout_76_update_notes_march_1_2022/
"Pip-Boy: Fixed an issue that could prevent players from scrolling down in the Pip-Boy’s Collections tab on the STAT menu."
You can now use items again.
Still there is a bug:
you cannot move the mouse to the right side of the screen.
Like the last 10cm of the most right screen-part is unusable, when the mod is activated.
This is a problem, when you f.e. want to change your luck-perks or simply buy something from vendor ...
Fixed it myself meanwhile