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Mods are NOT Disabled in Survival Beta, Beth changed how plugin.txt works


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#1
Tuskin38

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Sorry if this is wrong place, maybe a mod or admin can move it if it is?

 

But the title is true. No need for the autoexec workaround.

 

After enabling your mods via however you do it, close the program.

 

Go to the plugins.txt file in 'C:\Users\*username*\AppData\Local\Fallout4'

 

Go to properties and uncheck 'read only'

In there, put a * next to each esm/esp files that is a mod, save it and then set it to read only again. Then launch the game.
 

You NEED to set it to read only, or Nexus Mod Manager and I'm assuming others with overwrite it without the *

If you want to be really safe don't use any mod mangers at all and just launch it normally.
 

For example this is how my file looks
 

Fallout4.esm
DLCRobot.esm
*Loads.esm
*Reverb and Ambiance Overhaul.esp
*Reverb and Ambiance Overhaul - Automatron.esp
*OWR.esp
 
And they all load properly.

Edited by Tuskin38, 10 April 2016 - 02:21 pm.


#2
Frankfurter338

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I just tried this out with a couple of simple mods and as far as I can tell everything is working the way it should be. I also tested scrapping by emptying the workbench in Covenant and started scrapping random items and it looked like the proper scrapped components showed up in the workbench inventory. Maybe it's too early to tell if there's any issues right now, but this looks good so far. Good find!



#3
EmissaryOfWind

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Hopefully NMM will soon be updated accordingly.



#4
Blackice010

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Weird. Tried loading my save:

Some objects are no longer available: DLCRobot.esp, Arbitration - Molotov.esp

I can however confirm that it works. It seems to be loading my mods (don't know about DLCRobot and Arbitration Molotov though), and scrap works correctly. But needs some more testing to see if all mods work correctly.

 

Fallout4.esm

DLCRobot.esm

*Arbitration - Better Combat AI.esp

*Arbitration - Reduced Grenade Spam.esp

*Arbitration - Farther Grenade Detection.esp

*Arbitration - Stealth Overhaul.esp

*Arbitration - Fall Damage Overhaul.esp

*Arbitration - Molotov.esp

*BetterSettlers.esp

*BetterSettlersNoLollygagging.esp

*BetterSettlersMortalPack.esp

*Companions GPS.esp

*chem redux.esp

*smfArenaGambling.esp

*CraftableEnemySpawners.esp

*DarkerNights.esp

*DarkerNightsDetection.esp

*DV-Durable Vertibirds.esp

*DV-No Levelled Vertibirds.esp

*dD-Enhanced Blood.esp

*DD_ROBO-TRUMP_2016_MAKE_MODDING_GREAT_AGAIN.esp

*Faster Terminal Displays (2x).esp

*ImmersiveVendors.esp

*Grasslands - Unhealthy.esp

*OWR.esp

*More Where That Came From Diamond City.esp

*PipBoyShadows.esp

*pipboylightdown.esp

*TrueStormsFO4.esp

*DarkerNights-TrueStorms.esp

*Radiant Clouds and Fogs.esp

*DarkerNights-Radiant.esp

*RainofBrassPetals.esp

*TrueStormsFO4-NoConstantRads.esp

*TrueStormsFO4-ClimateSettings.esp

*TrueStormsFO4-Performance-Fog.esp

*Fr4nssonsLightTweaks.esp

*dD-Action Ragdoll Force.esp

*dD-Reduced Explosion Force.esp

*ScrapGrinder.esp


Edited by Blackice010, 10 April 2016 - 06:26 pm.


#5
Tuskin38

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I just tried this out with a couple of simple mods and as far as I can tell everything is working the way it should be. I also tested scrapping by emptying the workbench in Covenant and started scrapping random items and it looked like the proper scrapped components showed up in the workbench inventory. Maybe it's too early to tell if there's any issues right now, but this looks good so far. Good find!

 

The scrapping issue was only caused by force loading via the exec/console. It will also do that in non-beta versions of the game I'm pretty sure.


Edited by Tuskin38, 10 April 2016 - 06:41 pm.


#6
Tuskin38

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Weird. Tried loading my save:

Some objects are no longer available: DLCRobot.esp

 

 

There is no DLCRobot.esp with the DLC, it is just .esm

Unless you made a typo.

 

I didn't have that issue with the DLC.

Edit: whoops, sorry for the double post.


Edited by Tuskin38, 10 April 2016 - 06:44 pm.


#7
Starwaster

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If you have previously used the other workaround that required treating .esm as .esp then you can get that error when using  Tuskin's method. That's ok and it doesn't hurt anything that I've noticed.

 

I have however noticed other odd behavior. I tried manually editing the plugins.txt file to temporarily disable a mod that I needed to reset (Take Cover) and the mod still activates even though it was no longer present in the plugins.txt file!!!

 

I'm renaming the TakeCover.esp to stop it that way. But it was more than a little odd....



#8
Blackice010

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Weird. Tried loading my save:

Some objects are no longer available: DLCRobot.esp

 

 

There is no DLCRobot.esp with the DLC, it is just .esm

Unless you made a typo.

 

I didn't have that issue with the DLC.

 

 

Thats why its weird, its not a typo :tongue:. I have, in the past added .esp mods as master to the DLC .esm. However i since reverted that with a brand new DLC .esm.
@Starwaster For me, with the hlp method, the Companion GPS mod only activated itself after saving and loading. So maybe in your case Take Cover was still active in the save file.


Edited by Blackice010, 10 April 2016 - 10:08 pm.


#9
Fatalmasterpiece

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Can this trick be used to load other .ESMs other than Fallout4.esm and RobotDLC.esm?



#10
Tuskin38

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Can this trick be used to load other .ESMs other than Fallout4.esm and RobotDLC.esm?

 

I have an esm in my example, so yes.






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