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:

- 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.
10 comments
Any help would be appreciated.
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.
You're not alone in this...
The Nexusmods support community is awesome.
Kudos to you all!
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!
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.
For the love of God; thank you!