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Posted

The launcher doesn't support mods yet, so you'll have to to do that manually.

 

Hit windows+R, paste the following line and enter:

%LocalAppData%\Fallout4\plugins.txt

 

In there, enter the filenames of your mods to the end of the list and save it (some say you also have to writeprotect that file afterwards).

Posted

The launcher doesn't support mods yet, so you'll have to to do that manually.

 

Hit windows+R, paste the following line and enter:

%LocalAppData%\Fallout4\plugins.txt

 

In there, enter the filenames of your mods to the end of the list and save it (some say you also have to writeprotect that file afterwards).

 

That would be the names of the .esp right?

Posted

The launcher doesn't support mods yet, so you'll have to to do that manually.

 

Hit windows+R, paste the following line and enter:

%LocalAppData%\Fallout4\plugins.txt

 

In there, enter the filenames of your mods to the end of the list and save it (some say you also have to writeprotect that file afterwards).

As an alternative to write-protecting the file, you can open %userprofile%\Documents\My Games\Fallout4\Fallout4Prefs.ini, and in the [Launcher] section, add bEnableFileSelection=1. This doesn't actually enable mod selection in the launcher like it sounds like it would, but it does stop the launcher from undoing changes to plugins.txt. I think this is a better idea than making plugins.txt read-only, because I'm afraid what will happen once mod managers start coming out is that people will forget their plugins.txt is read-only and be wondering why they can't change their load order (although maybe the mod managers will be smart enough to make the file writable before they try to change things).

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