Jump to content

Madpleasure

Supporter
  • Posts

    6
  • Joined

  • Last visited

Posts posted by Madpleasure

  1. In response to post #37060890. #37061240, #37061310 are all replies on the same post.


    SirSalami wrote: http://s32.postimg.org/7isbcw9s5/creation_kit_logo.gif

    Mod authors, and those soon to be... the wait is finally over. The Fallout 4 Creation Kit has been released in open beta! This means that everyone can finally get their hands on the software used to create the game. These tools will allow us much greater power and flexibility with which we can expand the Fallout 4 universe.

    There’s mention of mods being available for console players soon as well. I’d say more, but I’m just as excited to get into the mix as you are, so here’s the info:
    https://bethesda.net/#en/events/game/fallout-4-creation-kit/2016/04/26/114

    For those of you that have been participating the Fallout 4 Survival beta (not to be confused with the Creation Kit beta), you will need to once again update your Nexus Mod Manager (0.61.19) as the game’s method of managing plugins has changed again behind the scenes. After updating and ensuring your plugins are enabled in the interface, you should be good to go.

    If you aren’t using NMM and enabling mods manually, please note that the usage of the plugins.txt file has changed. It’s now located in the game’s install directory (rather than %appdata%). It no longer contains references to core files / dlc plugins. You will also need to add an asterisk (*) before the entry for each modded plugin. For instance, a properly enabled plugins.txt file will now look something like this:

    # This file is used by Fallout4 to keep track of your downloaded content.
    # Please do not modify this file.
    *Unofficial Fallout 4 Patch.esp
    *LongerDeathReloadTime.esp
    *DarkerNights.esp
    *DarkerNightsDetection.esp
    *Campsite.esp
    *CMPA +150.esp
    *SOS_SleepOrSave.esp

    We’ll be updating the wiki to reflect these changes, accordingly.

    It’s important to note that while the Creation Kit supports uploading your work directly to Bethesda.net, which seems to be very heavily geared toward end users and console enabled mods, authors will be in no way restricted from distributing their work elsewhere in the same manner they always have. Your creations will always have a home, here.

    So, this is what we’ve all be waiting for folks. Go get the kit and get your hands dirty! Though I have a few ideas of my own, I absolutely cannot wait to see the creations you come up with. It’s like a great vault has been opened, or something. ;)

    Good luck, and happy modding!
    jet4571 wrote: I would be using it now but the stupid Bethesda.Net launcher refuses to login. Bethesda is very quickly losing all respect I had for the company.
    Internetservice wrote: jesus, calm down


    I thought it was just me.. I saw this announcement earlier somewhere else and still haven't been able to log in, lol.
  2. In response to post #37051480. #37051520, #37051585, #37051605, #37051705, #37051765 are all replies on the same post.


    darkranger1021 wrote: All Files and downloads display just a Capital (E).
    In fact every tab on a mod page displays just the (E).

    elina666 wrote: Also having this problem!
    AfroGamerNinja wrote: Same.
    Elvani wrote: Same here; I also can't see my notifications or any of the new bugs posted on my mod pages.
    thestoryteller01 wrote: Same. No matter if I use FF or IE

    My bookmarks work but tabs go to "E"
    Kryzaa wrote: For me that happens if I am on the http version of the site, cant see downloads and other tabs. When adding https manually it works. Or when browsing a mod from the site, not old bookmarks.


    Same for me as well.. also, the notifications will not load
  3. In response to post #36934920. #36937520 is also a reply to 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!


    Thank you so much.. I use NMM, but I like having a safeguard was well. <3
×
×
  • Create New...