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Read this if mods not working after the FO4 update


prinyo

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Posted

 

Getting pretty ugly for Bethesda......

 

https://community.bethesda.net/thread/10627

Nothing ugly about two page topic, doing great without NMM. NMM don't control me, I control NMM.  :sleepy: Try stay on topic please. If I want drama I where to go here get it. :lol:

 

 

I guess you missed the post in that thread explaining the Interface issue? That's about as "on topic" as it gets. The "ugly" bit was in reference to all the users essentially dissatisfied with Bethesda's handling of the issue (or lack thereof).

 

If you don't want drama, don't bring it. And when you become a moderator here, perhaps then you can tell others what they can or cannot post. Until then, well, use your imagination.....

 

On that note, thank you prinyo. I can, in fact, confirm that "some" mods that alter the interface are lending to the issues many are having. It does NOT however, address the issue of increasing instability in later survival mode saves. My guess is that this is an issue that Bethesda will need to work out. Removed and reinstalled the survival update to MyHud, and saves now load.

 

Trykz

Posted

Things were working for a teensy bit until I took a look at the Bethesday manager... I only looked and it ruined everything.

 

Precisely. It's this that has stalled any further investigation from me. Just opening the game's mod manager seems to screw things up. I have it working now, and don't really want to risk messing it all up again LOL

 

Trykz

Posted

I haven't tested or used this myself but the new NMM should have an option in the menus "Restore load order" for a profile. This should help restoring the load order after the game mod manager has broken it. Or simply open the Plugins tab of NMM and look for plugins in red - they are the ones that are probably misplaced. 

I mean - if you get a CTD because the load order have been changed it is probably because a mod is loaded before the master. 

Posted

Quick fix for MO2 until it is updated:

Which should be soonTM , if Tannin has time.

There is a file on the nexus that fixes the plugins.txt. But you need to alter it to find the file inside MO. See this issue on github.

 

I did it alot simpler, but more manually:

  1. Create a copy of the plugins.txt when I finished the loadorder I want
  2. Fix the file: Remove officials ESMs (Fallout and DLC), and add the * at every line.
  3. Before I launch Fo4 or F4SE inside MO2, I copy the fixed plugins.txt over the one used by MO2.

 

Do the last step before launching the game, do all steps if you changed the order, removed or added a mod.

MO2 can't read the fixed file, so use the backup loadorder button to keep it saved.

Posted

 

...modded FO4...

 

On a downside to that, all achievements/trophies are disabled in a modded game. One of the new wonderful features Bethesda added. If you use mods, you can't earn achievements.

 

Luckily, Expired has come to the rescue and made a work-around using F4SE: https://www.nexusmods.com/fallout4/mods/12465/?

 

 

Personally (just my humble opinion) I think it is fair to avoid "achievements" if you play a modded game.

This because it is pretty impossible to distinguish, code wise, if a mod is just changing some visual effects or giving you some super-powers to accomplish the achievement without sweating.

Guest endgameaddiction
Posted

BGS doesn't do anything right. It would of been wise for Bethesda to just release CK once all DLCs and the last official patch is out. Then people would give up fussing about broken mods and continue to fuss about no CK yet. yada yada yada... But I rather have them polish a game before it can be modded. But we're talkingabout Bethesda here... The king of sloppiness.

Posted

BGS doesn't do anything right. It would of been wise for Bethesda to just release CK once all DLCs and the last official patch is out. Then people would give up fussing about broken mods and continue to fuss about no CK yet. yada yada yada... But I rather have them polish a game before it can be modded. But we're talkingabout Bethesda here... The king of sloppiness.

 

Agreed.

 

Keep in mind that mods were out a few days after thre game was out. Because of the experience done on Skyrim files. And xEdit made possible to do them (in a distasteful way for Beth.)

And the actual mod structure had to be changed to make a mod an ESM, in a different way it was before (version 1.4 of the game), because 99.99% of mods produced with xEdit were actual ESMs.

Posted

personally i want a mod that disables the fucking mods button so i don't accidentally hit it when the UI lags for no fucking reason

 

i use an xbox 360 controller because it gives me better control when placing shit in settlements so i can't just move the mouse around it, although when mods start needing hotkeys to be pressed i'll retire my controller so the problem may disappear soon

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