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Fallout 4 1.5 Update Public Service Announcement


SirSalami

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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)

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In response to post #36933110. #36934215, #36937610, #36938095, #36951420 are all replies on the same post.


xBlackBu11 wrote: When I update my game to the official 1.5 version, will that overwrite any of my mod files? will I have to reinstall any mods? or just activate the plugins?
bubinga64 wrote: It doesn't do anything to the mods. It just deactivated them because they were not being addressed correctly due to the new format. Basically it was the same as unchecking the .esp in NMM. All of the files were still there, they just didn't load into the game on a save that was using the survival difficulty. They did still load on a save that used any other difficulty. (Based on my limited testing) From what I understand the new NMM version takes care of that.

Edit: texture and mesh replacers always worked. Even with the beta. Just the .esp files were disabled.

So if NMM doesn't do it automatically then you should just have to activate the plugins.

I haven't actually tested NMM yet. I just read on one of the articles on the front page it's been updated for 1.5. Previously, if you were running the beta, you just needed to locate your plugin.txt file and add an * in front of any .esp you wanted to load. Any texture and mesh replacerers worked automatically because it was still pulling from the data folder before the games data.

I keep reading that it's an updated Skyrim engine, but it looks more like an updated Fallout engine from what I'm seeing.
wer123456 wrote: I agree with bubinga64's assessment, but I'd like to address a small concern of mine. Even though the files will be intact, will our installation information (on the Mods tab as opposed to the load order tab) be left intact? Otherwise, even though the mod files themselves will be intact, I won't be able to tell which mods were installed in what order.

I just realized I can sidestep the issue by deleting all the mods that I don't have currently installed, but that seems drastic.

Thoughts?
Ansler wrote: Since the mods tab saves the install and download date of each mod, and I've never seen a NMM update that resets those, you should be fine.
Camonna Tong wrote: Fallout 4 uses an updated Creation Engine. The Creation Engine is based on Gamebyro but heavily rewritten. Bethesda's Gamebyro was a lot of their own code, so with the Creation Engine, they rewrote the rest of it, and even replaced quite a bit of their own stuff.

Here's the thing, a lot of the bugs people call Gamebyro bugs aren't actually Gamebyro bugs because you can't find them in other Gamebyro games. Most of the bugs were introduced with Bethesda's coding.


I thought there was no more Gamebryo code in the CK. Legally, I don't think they could have offered paid mods if it is still there, unless they worked out some sort of deal.
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In response to post #36934920. #36937520, #36957760 are all replies on the same post.


Ansler wrote: "If you take advantage of NMM’s profile system, this can be most simply resolved by selecting “Import load-order” from the “Profile” menu, which will enable all of the the plugins associated with that profile at once. Otherwise, if you are not using an NMM profile, you will need to enable each plugin again in the usual fashion,"

You're kind of leaving something out here. You don't have to use the profiles to import load orders. Users can also manually export their load order to a text file to import from said text file later. From the Plugins tab of NMM, on the left side of the window right under the green checkmark to Enable all the inactive plugins are two potentially easily missed buttons that look like pages with an arrow by them. The first is to export a load order either to text file or the clipboard while the second one imports a load order. So even if you do not use the profile system you can safeguard your load order by exporting it to a text file today.
mwhenry16 wrote: Thanks!
Madpleasure wrote: Thank you so much.. I use NMM, but I like having a safeguard was well. <3


Yeah, I find it odd that a Nexus community manager would overlook such an important feature (given the circumstances) in an official news post on this subject.
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In response to post #36962000. #36963230 is also a reply to the same post.


kleinstaff wrote: so why do i have this feeling bethesda is going to screw over every pc users using mods who not been sanctioned or in the near future paid for

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
Rioplats wrote: Not sure how they could, other than disabling versions of the game with unregistered mods. Even then, a patch would be made for it almost instantly.
Nah, I'd hope even Bethesda had the tact to get the message on how much mods mean to the PC community, and show some respect in how they treat the system.

Regarding mods, sorry, I'm currently staying off beta, so I've not researched the details. Generally it comes under a few INI tweaks.


bad tactic remember the controversue on steam qxhile back zith the pqying for mods scheme eventually ir was revealled it xas bethesda afterall in the first place

IF it had been EA or ubisoft they zould never hear the end of it but because it zas bethesda everyone looked the other way

or the season pass pricerise
it is a mess
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In response to post #36962000. #36963230, #36966085 are all replies on the same post.


kleinstaff wrote: so why do i have this feeling bethesda is going to screw over every pc users using mods who not been sanctioned or in the near future paid for

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
Rioplats wrote: Not sure how they could, other than disabling versions of the game with unregistered mods. Even then, a patch would be made for it almost instantly.
Nah, I'd hope even Bethesda had the tact to get the message on how much mods mean to the PC community, and show some respect in how they treat the system.

Regarding mods, sorry, I'm currently staying off beta, so I've not researched the details. Generally it comes under a few INI tweaks.
kleinstaff wrote: bad tactic remember the controversue on steam qxhile back zith the pqying for mods scheme eventually ir was revealled it xas bethesda afterall in the first place

IF it had been EA or ubisoft they zould never hear the end of it but because it zas bethesda everyone looked the other way

or the season pass pricerise
it is a mess


LOL, you're not an IT specialist that's for sure.... keyboard handeling is a bit... let's say mediocre :) Damn your post is hard to read....

Why this negative vibe about Bethesda ? What gave you this "bad feeling" ?
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In response to post #36934920. #36937520, #36957760, #36964900 are all replies on the same post.


Ansler wrote: "If you take advantage of NMM’s profile system, this can be most simply resolved by selecting “Import load-order” from the “Profile” menu, which will enable all of the the plugins associated with that profile at once. Otherwise, if you are not using an NMM profile, you will need to enable each plugin again in the usual fashion,"

You're kind of leaving something out here. You don't have to use the profiles to import load orders. Users can also manually export their load order to a text file to import from said text file later. From the Plugins tab of NMM, on the left side of the window right under the green checkmark to Enable all the inactive plugins are two potentially easily missed buttons that look like pages with an arrow by them. The first is to export a load order either to text file or the clipboard while the second one imports a load order. So even if you do not use the profile system you can safeguard your load order by exporting it to a text file today.
mwhenry16 wrote: Thanks!
Madpleasure wrote: Thank you so much.. I use NMM, but I like having a safeguard was well. <3
Ansler wrote: Yeah, I find it odd that a Nexus community manager would overlook such an important feature (given the circumstances) in an official news post on this subject.


Thanks, just got the latest NMM and I don't have a “Import load-order” choice anywhere I can find. So used your advice and it worked. What the hell will happen when 1.5 comes out only the future will tell ..
Cheers. Edited by RasmussenRules
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In response to post #36933110. #36934215, #36937610, #36938095, #36951420, #36963935 are all replies on the same post.


xBlackBu11 wrote: When I update my game to the official 1.5 version, will that overwrite any of my mod files? will I have to reinstall any mods? or just activate the plugins?
bubinga64 wrote: It doesn't do anything to the mods. It just deactivated them because they were not being addressed correctly due to the new format. Basically it was the same as unchecking the .esp in NMM. All of the files were still there, they just didn't load into the game on a save that was using the survival difficulty. They did still load on a save that used any other difficulty. (Based on my limited testing) From what I understand the new NMM version takes care of that.

Edit: texture and mesh replacers always worked. Even with the beta. Just the .esp files were disabled.

So if NMM doesn't do it automatically then you should just have to activate the plugins.

I haven't actually tested NMM yet. I just read on one of the articles on the front page it's been updated for 1.5. Previously, if you were running the beta, you just needed to locate your plugin.txt file and add an * in front of any .esp you wanted to load. Any texture and mesh replacerers worked automatically because it was still pulling from the data folder before the games data.

I keep reading that it's an updated Skyrim engine, but it looks more like an updated Fallout engine from what I'm seeing.
wer123456 wrote: I agree with bubinga64's assessment, but I'd like to address a small concern of mine. Even though the files will be intact, will our installation information (on the Mods tab as opposed to the load order tab) be left intact? Otherwise, even though the mod files themselves will be intact, I won't be able to tell which mods were installed in what order.

I just realized I can sidestep the issue by deleting all the mods that I don't have currently installed, but that seems drastic.

Thoughts?
Ansler wrote: Since the mods tab saves the install and download date of each mod, and I've never seen a NMM update that resets those, you should be fine.
Camonna Tong wrote: Fallout 4 uses an updated Creation Engine. The Creation Engine is based on Gamebyro but heavily rewritten. Bethesda's Gamebyro was a lot of their own code, so with the Creation Engine, they rewrote the rest of it, and even replaced quite a bit of their own stuff.

Here's the thing, a lot of the bugs people call Gamebyro bugs aren't actually Gamebyro bugs because you can't find them in other Gamebyro games. Most of the bugs were introduced with Bethesda's coding.
janishewski wrote: I thought there was no more Gamebryo code in the CK. Legally, I don't think they could have offered paid mods if it is still there, unless they worked out some sort of deal.


To say that there is no more Gamebryo code in the Creation Engine invokes Theseus' paradox at best.
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In response to post #36954060. #36954790, #36959455 are all replies on the same post.


KotovChaos wrote: My game gets to loading screen but crashes when I have the beta installed. It did this before NMM updated when I tried to do the manual setup from the main menu as well. I'm going to go through my mods a few at at time, but does anybody know of any specific mods that conflict with 1.5 on their own?
BlueCrow24 wrote: Do you have Avast Antivirus? That causes crashes whenever you load the game in beta for some reason. Before I can go into Fallout 4 I have to disable all my Avast shields, then when I'm at the main menu I can turn them on again and be fine.
KotovChaos wrote: Thanks for the reply but it turns out it was DEF_UI. There is a patch for it. It just doesn't show up as a new version in NMM.


Thank You! I had the same problem.You just saved me a lot of work.....by posting that you'd done the work.:)

Disabling DEF_UI stopped the ctds Edited by soulshine1960
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