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lunamoonraker

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  1. Just want to express my thanks for all the work that goes into providing the community with this invaluable aid. Really appreciated.
  2. New (small) Beta Update 1.3.47 breaks compatability, as a heads up.
  3. A more permanent solution rather than re-enabling all mods in NMM each time is to download Fallout 4 Script Extender (F4SE). Check the Readme and install. Then just launch from the installed f4se_loader.exe file as it tells you and it will skip the Launcher which is disabling the mods. It's easy enough to uninstall if required by simply removing the three installed files. Suggest you make a shortcut to this and place on the dektop or toolbar. Make a shortcut and add a Fallout 4 icon if you want. I understood why Bethesda did this during the beta testing but retaining this barrier to mods in the live version doesn;t seem to make sense as those who do use mods will just get confused after they have worked fine since launch.
  4. Requested also. Frustrating that the function is missing on a helmet which actually has a headlight as a combat armor option other than Power Armor. I use the Mining Helmet for construction work at night ;)
  5. I am sure many players are like me and just attach the Recon Scope to a gun to tag 'paint' the enemy NPCs, then swap to our weapon of choice. It would be much cooler to have a separate spotter scope item for this purpose rather than the weight and waste of a separate weapon for this purpose. It is what they are really for and would 'feel' more appropriate. Suggest it would be fairly small and quite light, with a suitable colour/s match to default weapons. It can look like the existing recon scope just separate. Not sure if it would require a new animation or not. The game also seems to miss any form of binoculars. But a spotting scope would provide all that's needed for this ;target painting' game feature.
  6. Are you referring that one that requests to make "use" of dead bodies? I couldn't find a mod request that specifically says to "remove" dead bodies, if there is one could you link it to me please? Just agreeing with your request for a Zap Away type mod.
  7. Another request for this. I am less concerned with file bloat in F04 but quite often it is cool to be able to tidy up dead corpses and this was always the preferred option for this task.
  8. If you have installed the latest Fallout 4 beta update 1.2.33 via Steam released yestrerday (23/11/15) be aware that it will DISABLE ALL MODS when the Launcher is started including all those in NMM. To get around this you need to launch the Fallout 4 game Launcher THEN re-enable all mods in the NMM Plugins window (not the Mods window) THEN click Play. You can use the 'Enable all inactive mods' button on the left side of the window to make it easier (green tick) Or launch directly from the Fallout4.exe, though generally you want to avoid this it will at least allow you to use installed mods. This will ensure your mods are loaded correctly. Otherwise you will just get the "The save relies on content no longer present" message opening a save. They also removed the hidden Data window on the Fallout 4 Launcher window. Unclear at this time whether NMM needs to be updated to fix this or it is something else. There appear to be no obvious changes to the games .ini files. It is beta version so I guess Bethesda may wish to deter players from using mods in it, or it is just a version change and needs some update for NMM to work with it. Posted about this yesterday on the forum for bit more detail. http://forums.nexusmods.com/index.php?/topic/3441750-psa-latest-beta-update-1233-patch-disables-mods-will-disable-them-in-nexus-mod-manager-also/?p=30872485 if you are getting an error message then ensure you are editing the correct files which are not in the main Fallout 4 install folder in Steam BUT in the Documents folder of Windows i.e. \Documents\My Games
  9. It's true that this is fairly common for a lot of games that support mods. The difference is that say in WoW it tells you that mods have been disabled and requires a postive action by the player to re-enable them, rather than just disable them. There are very good reason for the developer to do this but some headsup doesn't cost anything (even a small note in patch notes) I always start after an update by disabling all addons to check basic game stability then re-enable one at a time to check. On the new mods, to be fair most modders are aware of this and noting their use of those tools so players can make the choice. We do now have FO4Edit (at least in test build seems to work v well) for modders to play with which is good news.
  10. Latest PC beta patch 1.2.33 via Steam (Beta opt-in) appears to have somehow have disabled all addons/ mods when the game is launched and will give the message about missing content when selecting a previous save. Launch directly from Fallout4.exe (not wise long term but OK for now). You need to swap the names of Fallout4.exe and Fallout4Launcher.exe and then it will launch directly to the game and not disable mods. But remember to swap back before the next update. Or if you use NMM start the Launcher then re-enable the plugins in NMM (Plugins window not Mods) then click Play will enable them again. But this needs to be repeated. Nothing appears changed in my .ini files but perhaps they deliberately disabled how it was working or just something broke/ changed. The hidden Data window revealed by clicking a small part of the Launcher window seems disabled now also.
  11. Did you install the latest beta patch 1.2.33 via Steam? This appears to disable plugins and will desleect all of these in NMM when opening the Fallout 4 Launcher. Try launching directly from the Fallout4.exe or start the Launcher, then reslect all plugins in NMM and click play should work. Otherwise, double check you made the exact changes as posted and that they were to the correct files. It does work so most likely just this type of error.
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