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beta update 1.2.37 now disables mods


suedeace

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posted this in another thread

When you launch the game normally , the launcher resets plugins.txt file and stops your mod esps from launching. One work around is to make plugins.txt read-only after you have activated your mods. The other, and one that i use, is to rename fallout4launcher.exe to something like fallout4launcher2.exe (as backup) and then rename fallout4.exe to fallout4launcher.exe (this is file you will launch game from), this has no downsides afaik, it will bypass launcher and your plugins.txt won't be reset and mods will work.

 

Edited by frozenkex
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posted this in another thread

When you launch the game normally , the launcher resets plugins.txt file and stops your mod esps from launching. One work around is to make plugins.txt read-only after you have activated your mods. The other, and one that i use, is to rename fallout4launcher.exe to something like fallout4launcher2.exe (as backup) and then rename fallout4.exe to fallout4launcher.exe (this is file you will launch game from), this has no downsides afaik, it will bypass launcher and your plugins.txt won't be reset and mods will work.

 

 

Should we keep fallout4.esm at the top of plugins.txt that the new launcher likes to reset or should we only have our esp files in plugins.txt?

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