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Fallout 4 1.5 Update Public Service Announcement


SirSalami

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In response to post #37012155. #37013770, #37017020 are all replies on the same post.


croc123 wrote: I wish someone that is runing mods on version 1.5.151 would be so kind as say what their 'secret sauce' is. I've tried the standard add two lines in fallout4 ini archive section, and one line in the prefs ini under launcher and 'new game'crash. Removed all mods from my plugins.txt file, sameo. Run default ini files, fine, but no mods of course. Run the three needed lines in the custom ini, 'new game'crash. Hmmm... Could f4se... mumble...
Vol08 wrote: I have this exact same problem.

Adding "bInvalidateOlderFiles=1" or the old equivalent of "sResourceDataDirsFinal=STRINGS\...etc" causes my game to CTD without warning every single time I click 'New Game'. It's driving me bonkers; even more so since this was going to be my first playthrough of FO4 since December.

If none of those couple of lines are added, the game will work just dandy.

If anyone out there can be Obi-Wan; you're our only hope.

BettleJuz wrote: I'm running the beta and using mods as well, flawlessly. My ini changes related to mod activation:

Fallout4.ini:
[Archive]
sResourceDataDirsFinal=
bInvalidateOlderFiles=1

Fallout4Custom.ini:
[Archive]
sResourceDataDirsFinal=
bInvalidateOlderFiles=1

Fallout4Prefs.ini
[Launcher]
bEnableFileSelection=1

I have to say that I had to reinstall the game because I was having crashes on start too, but considering the stuff I tried before that ultimate reinstalling solution, maybe you could try deleting your ini files and launching the game (forcing the game to restore the original ini files), and then adding these lines to the inis. Maybe, just maybe, it solves the problem and you can skip the reinstallation thing.

Of course don't forget to put the "*" symbol before your mods in "plugins.txt" required for the mods to work in beta. Also backup the files (inis and savefiles) before touching anything if you don't like surprises.

I hope this helps somehow =/


Thanks for the help, BettleJuz.

I managed to get mine working again by removing a HUDmenu.swf mod (which is dated back to November).

Maybe you have the same issue, croc123?
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In response to post #37000585. #37008525 is also a reply to the same post.


N7Lisbeth wrote:

So, I'm using the new NMM and running the Survival Beta. I tried to update a mod today.

 

The mod was deactivated and deleted fine; I activated the new version, files moved and everything is green and checkmarked. Except it didn't add it to my plugins.txt. It clearly REMOVED it from my plugins.txt, but didn't re-add it back when the new file was activated. You want to know what it DID do? It added "*Fallout.esm" at the end of plugins.txt, even though it's at the TOP of plugins.txt and should NOT be asterisked.

 

Just a warning to those using Survival Beta, DOWNGRADE your NMM and after everything is installed, just asterisk the files in plugins.txt yourselves. Whatever this new Survival-"compatible" NMM is doing is nothing you want to deal with. It needs time.

Eruadur wrote: Yeah, thats what the new NMM does. It puts the Fallout.esm way down at the bottom of the list and everyone in this thread has the same problem. It really sucks and it's a bad piece of programming.
For shame! as Curie would say....
/end sarcasm

Dude, stop blaming others where you are clearly wrong yourself. Somewhere down the line of downloading/installing things went bad...but that's not because of bad programming.

I say do as you say so yourself: stay away from NMM ( and you might even consider staying away from modding completely ) and let others who appreciate the hard work from the Nexus team enjoy the Mod Manager, mkay?
:)


So you don't want me to point out problems? Okay.
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In response to post #37000585. #37008525, #37017395 are all replies on the same post.


N7Lisbeth wrote:

So, I'm using the new NMM and running the Survival Beta. I tried to update a mod today.

 

The mod was deactivated and deleted fine; I activated the new version, files moved and everything is green and checkmarked. Except it didn't add it to my plugins.txt. It clearly REMOVED it from my plugins.txt, but didn't re-add it back when the new file was activated. You want to know what it DID do? It added "*Fallout.esm" at the end of plugins.txt, even though it's at the TOP of plugins.txt and should NOT be asterisked.

 

Just a warning to those using Survival Beta, DOWNGRADE your NMM and after everything is installed, just asterisk the files in plugins.txt yourselves. Whatever this new Survival-"compatible" NMM is doing is nothing you want to deal with. It needs time.

Eruadur wrote: Yeah, thats what the new NMM does. It puts the Fallout.esm way down at the bottom of the list and everyone in this thread has the same problem. It really sucks and it's a bad piece of programming.
For shame! as Curie would say....
/end sarcasm

Dude, stop blaming others where you are clearly wrong yourself. Somewhere down the line of downloading/installing things went bad...but that's not because of bad programming.

I say do as you say so yourself: stay away from NMM ( and you might even consider staying away from modding completely ) and let others who appreciate the hard work from the Nexus team enjoy the Mod Manager, mkay?
:)
N7Lisbeth wrote: So you don't want me to point out problems? Okay.


N7 don't bother arguing some people are down to earth, see the problems and inform others hoping they will be fixed
others live in a "pink" world everything is nice and beautiful and even if you put their face into the s... problems they still won't admit they are there

this said if you guys are trying to mod the survival beta DONT still haven't understood that bethesda wants feedback from THEIR game and that with every update they waste time changing things trying to make you unable to use mods, YOU are wasting everyone's time develeopers and players and if you continue to screw with their beta updates we are going to end up with a windows 10 app-like fallout 4 where nothing works
just play the regular game stop this nonsense
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What about this: http://www.game-debate.com/news/?news=19982 "It Looks As If Paid Mods Are Slowly Being Reintegrated Back Into Steam" Edited by thestoryteller01
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In response to post #37000585. #37008525, #37017395, #37021200 are all replies on the same post.


N7Lisbeth wrote:

So, I'm using the new NMM and running the Survival Beta. I tried to update a mod today.

 

The mod was deactivated and deleted fine; I activated the new version, files moved and everything is green and checkmarked. Except it didn't add it to my plugins.txt. It clearly REMOVED it from my plugins.txt, but didn't re-add it back when the new file was activated. You want to know what it DID do? It added "*Fallout.esm" at the end of plugins.txt, even though it's at the TOP of plugins.txt and should NOT be asterisked.

 

Just a warning to those using Survival Beta, DOWNGRADE your NMM and after everything is installed, just asterisk the files in plugins.txt yourselves. Whatever this new Survival-"compatible" NMM is doing is nothing you want to deal with. It needs time.

Eruadur wrote: Yeah, thats what the new NMM does. It puts the Fallout.esm way down at the bottom of the list and everyone in this thread has the same problem. It really sucks and it's a bad piece of programming.
For shame! as Curie would say....
/end sarcasm

Dude, stop blaming others where you are clearly wrong yourself. Somewhere down the line of downloading/installing things went bad...but that's not because of bad programming.

I say do as you say so yourself: stay away from NMM ( and you might even consider staying away from modding completely ) and let others who appreciate the hard work from the Nexus team enjoy the Mod Manager, mkay?
:)
N7Lisbeth wrote: So you don't want me to point out problems? Okay.
killgore wrote: N7 don't bother arguing some people are down to earth, see the problems and inform others hoping they will be fixed
others live in a "pink" world everything is nice and beautiful and even if you put their face into the s... problems they still won't admit they are there

this said if you guys are trying to mod the survival beta DONT still haven't understood that bethesda wants feedback from THEIR game and that with every update they waste time changing things trying to make you unable to use mods, YOU are wasting everyone's time develeopers and players and if you continue to screw with their beta updates we are going to end up with a windows 10 app-like fallout 4 where nothing works
just play the regular game stop this nonsense


Wasting everyone's time? Not everyone who plays a beta has the intention of providing feedback, especially when they're using mods and realize "oh yeah, that bug is probably mine". Some (most) people probably just want to play the game.
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In response to post #36963370. #36980130, #36996150, #36999800, #36999885 are all replies on the same post.


T00LK1D wrote:

and in the mean time can somebody explain how to get my mods working again in simple language i am a accountant not a bloody IT specialist

 

Go and set up your mods as usual with NMM. Now exit NMM. Now go here on your computer: C:\Users\[your Username]\AppData\Local\Fallout4 - And open the plugins.txt file.

 

It should look like this now:

 

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
ArmorKeywords.esm
Homemaker.esm

Craftable Armor Size.esp

SettlersRename.esp
Scrap Everything.esp

--

 

Now, you simply add a star/asterisk ( * ) in front of unofficial addons (mods), and it should look like this:

 

--

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
*ArmorKeywords.esm
*Homemaker.esm

*Craftable Armor Size.esp

*SettlersRename.esp
*Scrap Everything.esp

--

 

Now save the file, close it, right click it and set it to read-only. Do not start NMM now, because the current version will reset the plugins.txt - Instead, start fallout directly through Fallout4.exe.

 

All done, mods should be working (confirmed working on 1.5.151)

Chekun wrote: Thank you very much for the explanation. With this it is easy. :) I feel like a ET specialist...

...O wait it's not ET but IT, sorry for the mistake, ;) :)
Bitdman wrote: Wrye Flash users....If you make the "plugins text" read only, Wrye will crash on start up.
luthien21 wrote: ahahahahah et go home lol
Ianana wrote: towdow3 are you saying that Wrye Flash will crash with Pugins.txt read only for the Beta 1.5 because I have opted out of the beta so 1.4.32 level and use Wrye Flash and have had my Plugins.txt and Loadorder.txt (LOOT) read only since F04 was released with not one issue.


Bitdman, That's a bit of bad programming choice on the Wrye bash creators. It will automatically try to sort your load order without asking to do so or have a NO option. Load order is kinda important and BOSS or LOOT cannot sort it for your preferences correctly. They can do an OK job if you don't care how it's sorted or are willing to lose a preference because of the way they sort but they do give you the choice to set it up in any way while Wrye just sorts it on startup and can even fubar your custom load order.
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In response to post #36956040. #36961335, #36963150 are all replies on the same post.


scot wrote: Hm... what does that mean for those who don't use NMM? Do I still install mods manually and activate them normally? I'm a bit confused :S
I don't use NMM and I allways install mods manually, how will I activate them?
omega2008 wrote: You can activate them in game in Main Menu > Mods > Load Order.
scot wrote: I see, but I need a bethesda account isn't it? I can't believe I have to register for something else just for enabling mods -_-
Thank you :)


Manually add them to the plugins.txt and add an asterisk to the name. Only new step is the asterisk if you have been using the script extenders since Oblivion. Set Plugins.txt to read only and you shouldn't ever need to login to Bethesda to run mods.
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In response to post #37000585. #37008525, #37017395, #37021200, #37027340 are all replies on the same post.


N7Lisbeth wrote:

So, I'm using the new NMM and running the Survival Beta. I tried to update a mod today.

 

The mod was deactivated and deleted fine; I activated the new version, files moved and everything is green and checkmarked. Except it didn't add it to my plugins.txt. It clearly REMOVED it from my plugins.txt, but didn't re-add it back when the new file was activated. You want to know what it DID do? It added "*Fallout.esm" at the end of plugins.txt, even though it's at the TOP of plugins.txt and should NOT be asterisked.

 

Just a warning to those using Survival Beta, DOWNGRADE your NMM and after everything is installed, just asterisk the files in plugins.txt yourselves. Whatever this new Survival-"compatible" NMM is doing is nothing you want to deal with. It needs time.

Eruadur wrote: Yeah, thats what the new NMM does. It puts the Fallout.esm way down at the bottom of the list and everyone in this thread has the same problem. It really sucks and it's a bad piece of programming.
For shame! as Curie would say....
/end sarcasm

Dude, stop blaming others where you are clearly wrong yourself. Somewhere down the line of downloading/installing things went bad...but that's not because of bad programming.

I say do as you say so yourself: stay away from NMM ( and you might even consider staying away from modding completely ) and let others who appreciate the hard work from the Nexus team enjoy the Mod Manager, mkay?
:)
N7Lisbeth wrote: So you don't want me to point out problems? Okay.
killgore wrote: N7 don't bother arguing some people are down to earth, see the problems and inform others hoping they will be fixed
others live in a "pink" world everything is nice and beautiful and even if you put their face into the s... problems they still won't admit they are there

this said if you guys are trying to mod the survival beta DONT still haven't understood that bethesda wants feedback from THEIR game and that with every update they waste time changing things trying to make you unable to use mods, YOU are wasting everyone's time develeopers and players and if you continue to screw with their beta updates we are going to end up with a windows 10 app-like fallout 4 where nothing works
just play the regular game stop this nonsense
Graff wrote: Wasting everyone's time? Not everyone who plays a beta has the intention of providing feedback, especially when they're using mods and realize "oh yeah, that bug is probably mine". Some (most) people probably just want to play the game.


Point out all you want, I don't mind.

What I DO mind is you telling the Nexus community to NOT upgrade the NMM when it's clear the problem lies at YOUR end.

If you would have skipped that last of your post all would have been fine.

But I guess that's only in my 'pink' world. A world where people come up with suggestions to fix problems rather than saying people should stop using it all together and asking to the put the NMM on the bottom shelf because 'it needs time'.
It doesn't need time, it needs users who HELP the community...
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Can't wait for furry race mods, predators: the lost tribes (yeah, he said hes making one for FO4 too.) and possibly someone transfering argonians over. I want to be an argonian sniper assassin. It is my dreeeeeeeam...

 

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