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Posted

 

 

Anyone else having a problem with the game unloading all mods on launch after the 1.2 update? How do I stop that shit? I've double-checked my .ini files twice to make sure bEnableFileSelection = 1.

They broke them, and very intentionally. Every time you start the game after this official patch, all mods are unloaded by the launcher.

 

At Nexus they worked out some VERY inconvenient workaround, involving starting the game through NMM, and then going back to NMM while the game (or the launcher, not sure which) is running, and reactivating mods while the game is running.

Let's just say, I'm not fond of such methods. It's inconvenient, and I'm rather worried about savegame corruption.

 

At the same time, I think Bethesda is shooting itself in the foot with this action. Mods were the only reason that Skyrim remained popular for as long as it did. It's a feature they should want enabled sooner rather than later, and if players can tweak at least conveniently mod their files, even if it's officially unsupported for now, then they can also create those mods. And if players can already make mods, then that means there's something to show for the minute Bethesda officially opens up modding. Without that option, modders will leave, some might come back once Beth officially allows mods, but it'll take a while before there's anything interesting to show.

Yeah, like what the hell? But still, I always try to think of the reasons behind such decisions, I try to understand all the parties.

One idea is they may still want to get some bug testing and rebalancing done until their DLC starts rolling in, and some mods affecting gameplay might interfere with that.

My second guess is that there is perhaps a certain dissatisfaction with the modding community. Just try to think what the first things made were: texture optimizations, scratch made textures, and nude female textures. Now, Todd H. stated that he and his team are very opposed to that kind of explicit show in their games, and it's their game, so we have no right to complain about that. But barring all mods because of some personal dislike would indeed be a very dumb way to shoot oneself into one's foot. Taking the importance of mods for Bethgame success, this is like a shot in the foot with a shotgun.

I'm betting on the former thought, though.

 

In the mean time, I'll download the slav squat mod for The Witcher 3 so I can properly release the сука блядь that has built up in me

 

I think they will rectify this once they have the CK released, or when they have the console Mod system up & running.

But I could be wrong, it wouldn`t be the first time lols.

Posted

 

 

Anyone else having a problem with the game unloading all mods on launch after the 1.2 update? How do I stop that shit? I've double-checked my .ini files twice to make sure bEnableFileSelection = 1.

They broke them, and very intentionally. Every time you start the game after this official patch, all mods are unloaded by the launcher.

 

At Nexus they worked out some VERY inconvenient workaround, involving starting the game through NMM, and then going back to NMM while the game (or the launcher, not sure which) is running, and reactivating mods while the game is running.

Let's just say, I'm not fond of such methods. It's inconvenient, and I'm rather worried about savegame corruption.

 

At the same time, I think Bethesda is shooting itself in the foot with this action. Mods were the only reason that Skyrim remained popular for as long as it did. It's a feature they should want enabled sooner rather than later, and if players can tweak at least conveniently mod their files, even if it's officially unsupported for now, then they can also create those mods. And if players can already make mods, then that means there's something to show for the minute Bethesda officially opens up modding. Without that option, modders will leave, some might come back once Beth officially allows mods, but it'll take a while before there's anything interesting to show.

Yeah, like what the hell? But still, I always try to think of the reasons behind such decisions, I try to understand all the parties.

One idea is they may still want to get some bug testing and rebalancing done until their DLC starts rolling in, and some mods affecting gameplay might interfere with that.

My second guess is that there is perhaps a certain dissatisfaction with the modding community. Just try to think what the first things made were: texture optimizations, scratch made textures, and nude female textures. Now, Todd H. stated that he and his team are very opposed to that kind of explicit show in their games, and it's their game, so we have no right to complain about that. But barring all mods because of some personal dislike would indeed be a very dumb way to shoot oneself into one's foot. Taking the importance of mods for Bethgame success, this is like a shot in the foot with a shotgun.

I'm betting on the former thought, though.

 

In the mean time, I'll download the slav squat mod for The Witcher 3 so I can properly release the сука блядь that has built up in me

 

 

The funny thing is, a nude skin mod I had installed still worked, while the raider harness mod was disabled. It took half an hour of play before Curie commented that "wearing no clothes used to be taboo" and I went out of first person view to notice what happened :D

 

Posted

Ok, anyone know where dogmeat goes when you dismiss him, I swore I sent him to Sanctuary hills but he's not there or at the Rocket gas station.

 

And I'm getting sick of Connie and Lucy at Abanathy farm being kidnapped, I let Connie die last time :)

Posted

Anyone else having a problem with the game unloading all mods on launch after the 1.2 update? How do I stop that shit? I've double-checked my .ini files twice to make sure bEnableFileSelection = 1.

I solved this by:

 

finding the plugins.txt > set Plugins.txt not on read only (if not already set that way) > open NMM > Enable mods > close NMM > Set Plugins.txt file to Read only > open launcher via steam > open game via launcher.

 

aside from the beta (Fallout 4), it works without the read-only trick. But I still need to open the game itself via/with Steam/ official launcher.

Ok, anyone know where dogmeat goes when you dismiss him, I swore I sent him to Sanctuary hills but he's not there or at the Rocket gas station.

 

And I'm getting sick of Connie and Lucy at Abanathy farm being kidnapped, I let Connie die last time :)

Gas station where you found him (under Sanctuary), or at Sanctuary (look in the already existing dog-houses! He uses those). Otherwise any other of your settlements you might accidentally have sent him to?

Guest Mogie56
Posted

I haven't had this mod unloading problem, don't know why they'd intentionally bork that portion of the game as has been asserted. it's their bread and butter so to speak.

Posted

I haven't had this mod unloading problem, don't know why they'd intentionally bork that portion of the game as has been asserted. it's their bread and butter so to speak.

 

Early mods like we have now take some of the shine off the Creation Kit, there will be people asking "Why do we even need a reation kit, look at all the mods we have already?" So they basically need some stuff that people will REALLY want the creation kit for, or it gets more the image of capable modders doing all that, instead of Bethesda supporting and enabling it.

 

Right now, Bethesda is very well known for being mod-friendly, but with enough effort, every game can be modded. So right now, they're in a difficult situation. They want to maintain their image of being mod-friendly, but their CK isn't ready yet, and the more experienced modders figure out more and more things that could render the CK obsolete, but they need that CK for their mod-friendly image, and it spirals on from there..

Guest Mogie56
Posted

That's a lot of speculation though, if "everyone" was having this problem (me included) I would be more inclined to believe that was the purpose of this update. right now I'am more inclined to think it has something to do with it's delivery.

Posted

Fallout 4. Pre-purchased, day 1 tragic. 154 hours in (I have a family and work for a living) and all I can say is "I have not been so immersed in a game for a long time". I dream fallout.  :P

 

Last night I lost track of time and finally called it quits at 4:30 AM  (I'm pushing 50 and haven't done an all nighter in years - since Civ 2 was a new release). I hate the Institute, I hate the BOS. Don't know if I will want to do a play through that chooses either of those factions. The nuclear option was so damn sweet last night.  :angel:

 

I'm Asperger, and apparently I have a very strong sense of justice.

Guest Mogie56
Posted

A funny note here. It's probably a good thing we don't build power armor in real life "as we do" in Fallout, each time it shows your character in the PA rack your welding, (looks to be Arc Welding). gas welding generates around 3100 degrees F. Arc welding generates around 6500 degrees F. when your done modifying, repairing, making this armor 2 seconds later your jumping into your new and might I add STILL BLOODY HOT power armor. I'am sorry but your ass would be stuck to the steel inside this oven, Ghouls would finally have something to laugh at/about. I know no one would actually do this but it just struck me as funny after doing some repairs and actually thinking about what was about to happen and your character turns toward you and says "No fucking way am I getting in that mess of hot steel asshole".

Posted

Anyone else getting sick of kidnappings at Abathany farm, I've got it surrounded by turrets and the three of them were heavily armored and armed, but I've rescued Connie twice and Lucy four times, I then got sick of paying ransoms so I let Connie die, I'm now thinking the solution is to put a 50cal round through Blake's head from a distance, unfortunately I don't have any settlers I hate to send there :P

Guest endgameaddiction
Posted

A funny note here. It's probably a good thing we don't build power armor in real life "as we do" in Fallout, each time it shows your character in the PA rack your welding, (looks to be Arc Welding). gas welding generates around 3100 degrees F. Arc welding generates around 6500 degrees F. when your done modifying, repairing, making this armor 2 seconds later your jumping into your new and might I add STILL BLOODY HOT power armor. I'am sorry but your ass would be stuck to the steel inside this oven, Ghouls would finally have something to laugh at/about. I know no one would actually do this but it just struck me as funny after doing some repairs and actually thinking about what was about to happen and your character turns toward you and says "No fucking way am I getting in that mess of hot steel asshole".

 

 

Sounds like that needs to be an immersive mod.

 

Now, what I would do is set one up so that a thief thinks he can just climb in it and steal it. One would have spikes on the inside, As it closes and he starts to feel those spikes stab his body, oh he'll come to realize he's walked right into an iron power maiden.

 

Or have one that doesn't even have power, and it becomes a lock mechanism where he's trapped and can't get out. Then I'll start that welder and start to roast that bitch like chicken as he screams to death.

Posted

People are cracking the game using editors and 3rd party user-made software to make esp/esm plugins and since Bethesda presents itself as mod friendly they very well can't start a witch hunt and insist Nexus take down those mods.  The fan base would internet flip out and the backlash would be a PR nightmare like monetized modding was.

Mods with esp/esm plugins violate the FO4 EULA.  Since literally thousands of people are doing just that the only recourse Bethesda has is to do a forced update to sabotage what people have installed that wasn't made with the unreleased FO4 editor.  

 

(g) Reverse engineer, decompile, disassemble or otherwise modify the Software, in whole or in part;

 

The same thing happened with FO3 when people were using the Oblivion Construction Kit to hack into that game.  It happened again with Skyrim and I'm still using mods to this day that were made using FO3 software.  Now it is happening with FO4 and Bethesda is repeating what they did previously to stop it or make those plugins and the game incompatible.

Posted

 

People are cracking the game using editors and 3rd party user-made software to make esp/esm plugins and since Bethesda presents itself as mod friendly they very well can't start a witch hunt and insist Nexus take down those mods. The fan base would internet flip out and the backlash would be a PR nightmare like monetized modding was.

Mods with esp/esm plugins violate the FO4 EULA. Since literally thousands of people are doing just that the only recourse Bethesda has is to do a forced update to sabotage what people have installed that wasn't made with the unreleased FO4 editor.

 

(g) Reverse engineer, decompile, disassemble or otherwise modify the Software, in whole or in part;

 

The same thing happened with FO3 when people were using the Oblivion Construction Kit to hack into that game. It happened again with Skyrim and I'm still using mods to this day that were made using FO3 software. Now it is happening with FO4 and Bethesda is repeating what they did previously to stop it or make those plugins and the game incompatible.

 

Didn't know that. Nice bit of history and game law. And another someone who actually reads the EULA

Posted

 

Anyone else getting sick of kidnappings at Abathany farm, I've got it surrounded by turrets and the three of them were heavily armored and armed, but I've rescued Connie twice and Lucy four times, I then got sick of paying ransoms so I let Connie die, I'm now thinking the solution is to put a 50cal round through Blake's head from a distance, unfortunately I don't have any settlers I hate to send there :P

do wat i do kill all 3 and let the farm empty

 

But I want to keep Lucy alive for doing other things to her later when possible, I'm starting to suspect Blake is actually arranging the kidnappings just to make money from me :)
Posted

Found real Curie :P

 

[NSFW]

 

 

tumblr_nz4hs1S7sy1r2xjmjo1_1280.jpg

 

 

 

Someone make her into a follower/preset/hand-puppet...OMG-OMG-OMG-OMG

 

Anyone else getting sick of kidnappings at Abathany farm, I've got it surrounded by turrets and the three of them were heavily armored and armed, but I've rescued Connie twice and Lucy four times, I then got sick of paying ransoms so I let Connie die, I'm now thinking the solution is to put a 50cal round through Blake's head from a distance, unfortunately I don't have any settlers I hate to send there :P

 

They can get kidnapped?  That hasn't happened to me (yet).  I've noticed that if you erect walls around a settlement then the invaders just hang-out outside of the walls.

Posted

 

 

 I'm starting to suspect Blake is actually arranging the kidnappings just to make money from me :)

 

You actually pay the ransoms? I don't get kidnappings that often, probably because I go raider-hunting instead of giving up caps. Nothing stops kidnappings like purging a few raider camps.

Posted

 

I'm starting to suspect Blake is actually arranging the kidnappings just to make money from me :)

 

You actually pay the ransoms? I don't get kidnappings that often, probably because I go raider-hunting instead of giving up caps. Nothing stops kidnappings like purging a few raider camps.

 

I got about 4 minute men missions happening at a time now somehow, they are distracting from all the other missions, and killying raiders and ghouls as asked doesn't seem to stop the kidnappings, so I got sick of doing the rescues to the same places continually and just paid up a few times to get them over with which gives instant success but then you get another misisson to replace it :P
Posted

 

 

I'm starting to suspect Blake is actually arranging the kidnappings just to make money from me :)

 

You actually pay the ransoms? I don't get kidnappings that often, probably because I go raider-hunting instead of giving up caps. Nothing stops kidnappings like purging a few raider camps.

 

I got about 4 minute men missions happening at a time now somehow, they are distracting from all the other missions, and killying raiders and ghouls as asked doesn't seem to stop the kidnappings, so I got sick of doing the rescues to the same places continually and just paid up a few times to get them over with which gives instant success but then you get another misisson to replace it :P

 

Minutemen quests never end, you've just gotta resign yourself to ignoring them. I got a character up to level 70 without doing any main quests or other factions. By the time I decided the settlers could fight for themselves there was no challenge when I went to do other things.

Posted

Every time I think about starting the game over I remember ALL of the dam minuteman quests and how they just pile on endlessly. I also remember how stupid most of the game is to play and the bugs. I can't stand how trader rylee and other merchants just seem to go away or end up dead where I last saw them only naked and empty of any stuff. The only challenging thing that was kind of fun was defending a settlement against those fried green tomato ghouls lol they slow walk up a road to the settlement and then go nuts dodging my aim and rush everyone.

 

I just can't play this game again unless some major mods come out...

 

A mod to auto clean AND auto build a settlement after finding it

 

A mod to stop the minutemen quests after a certain limit for example could be three or five radiants for each settlement no more

 

A mod to somehow fix the dam endings and faction clashes... no I don't want to destroy the railroad why should I have to?

 

A mod to justify and explain why the dam synths even exist in the first place? If the synths can't reproduce then what good are they? Just fancy robots at that point.

 

I really can't bring myself to play this game again it is just too dam annoying and the bugs piss me off. I know it will take at least two years to fix some of the major bugs and some more bugs will pop up once the first DLC hits the game and some more bugs once the CK hits the game. Remember that reddit post where someone claimed to be leaking the game info and they had shots of the F4 CK there? So of course they have the CK ready they just don't want to release it yet either because of bugs or maybe some strategic market decision or their plan of some kind to monetize mods whatever.

 

I like the shooting and using power armor, I hate the story and the big letdown I felt after getting close to the end of the main story. Even worse since the institute kinda looks like star trek TOS and I am a trek fan so it sucks to just burn down the institute. They really could have written a better story, could have went into the whole vault tec background and explain some things about why the vaults and blah blah but nope we get jarring beginning with wife shot in the head and baby stolen like anyone needs to see that shit even once. If anything it looks like a PSA for anti abortion politics.

 

I think todd howard drinks a lot and just doesn't give a dam, he spins a bottle or throws a dart and thats how they figure out what the story should be.

Guest Mogie56
Posted

Have not tried it as yet but I've read that you have to get 8 settlements up and running (fully functional) for the minutemen which is why I think they pile up like they do. I'm guessing that means supply lines as well. that may also take care of the bloody kidnappings. once the settlements are at 100%. of course I doubt that will stop any attacks that might take place but they should be able to at least take care of then on there own. of course repairs will most likely be left up to you. (unconfirmed though).

Posted

I still don't know what to make of this game, first time in a Bethesda game I got bored on a second play through. Really think the modders are going to be more important than ever. So many wasted opportunities: the Robot Race, Combat Zone, Pillars of the Community etc. not very involved with Super Mutants who seem to be there just because its a Franchise special. Why no quest involving people being dipped in vats (you just know there is a mod there to get dipped yourself). Silver Shroud was perhaps a silver lining to all this but even that seemed to be missing a bit of depth. Potentially a great game, one thing I'm confident of here is that the modders on site can do a better job than we have been given so keen to see what they come up with. (Although must confess I still have over a 100 hours of gameplay so I can hardly say I've been short changed)

Guest Mogie56
Posted

I don't see any potential waisted, I see a lot of potential being given to modders, possibly more then they've been given in prior titles. you consider everything that's been put into this game then add all the open areas for expansion. may be the first time a beth title has had multiple endings, what can modders do there. Like you say "not very involved with Super Mutants...another avenue for PC. multiple kidnappings...another avenue for PC. the groundwork is there, this may be the best title they've made in reguards to giving modders more avenues to explore and be creative with. whether it be intentional or not. Babies and teens are now a possibility that no previous title had (with the exception of the snarky little shits in Skyrim). Memory den has only a onetime use so far, what potential does that create. To me it looks pretty open for one's imagination with more avenues to explore then any title yet. Battlezone has an "arena" that so far is only there to acuire Cait, I've seen so many things in this game that made me think, "why is this here", "is that the only reason for this being here"

I think modders are going to have a field day with all that is actually in this game. How many more weapons and weapon mods are we going to see, layered armor system, that's already being worked on. the building system has already being invaded giving more of the games assets to work with (Institute) hell the very begining of the game you start in prewar, for what? + time of character creation, I see a lot of potential there. you don't think they knew modders would crack that wide open?.

Posted

All those areas like combat zone are probably DLC expansion areas like the vigilants of stendarr aka hall of the vigilant aka DLC house:-(

 

I found some mods that fix some of my gripes, fatman fixed mod, mod to stop defend settlement x quests and so on but nothing yet to fix the crap story.

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