keh520 Posted December 7, 2015 Share Posted December 7, 2015 Same here. Noticed some things: 1- the "hotspot' that got us to Bethesda's mod file list on the launcher (directly under the right eye of the helmet) no longer works. 2. If you enable mods in NMM, switch to the "plugins' list- all are checked. Launch game. Wait a sec. The game "unselects' all installed mods. It is looking like Bethesda decided it would be great fun to break our games now that we are pushing 13+ days of gametime and nearing full completion. It really sucks that we cannot reject updates piped down to us until we know they won't break our games. Link to comment Share on other sites More sharing options...
Boombro Posted December 7, 2015 Share Posted December 7, 2015 (edited) Same here. Noticed some things: 1- the "hotspot' that got us to Bethesda's mod file list on the launcher (directly under the right eye of the helmet) no longer works. 2. If you enable mods in NMM, switch to the "plugins' list- all are checked. Launch game. Wait a sec. The game "unselects' all installed mods. It is looking like Bethesda decided it would be great fun to break our games now that we are pushing 13+ days of gametime and nearing full completion. It really sucks that we cannot reject updates piped down to us until we know they won't break our games. There is an option in steam game properties. You don't want them to make patches and upload them so you can play with your mods that needed a workaround to enable since they were locked by Beth since day one to stop this very thing and made by tools they never made themselves? That kind of asking to much. If the geck was out, it makes sense, now it doesn't. Edited December 7, 2015 by Boombro Link to comment Share on other sites More sharing options...
frozenkex Posted December 7, 2015 Share Posted December 7, 2015 (edited) 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 December 7, 2015 by frozenkex Link to comment Share on other sites More sharing options...
StanleyWasHappy Posted December 7, 2015 Share Posted December 7, 2015 why do Bethesda "combat" modding anyway. Isn't it obvious modding serves not only the users but also the company. Link to comment Share on other sites More sharing options...
ArekkusuStorm Posted December 7, 2015 Share Posted December 7, 2015 (edited) I think it's more that they don't want to be responsible for people screwing up their games and/or save files when they haven't officially given them the tools yet. I'd imagine they're waiting till January, when they release their GECK, is when they give us back the ability to mod. (Officially) Edited December 7, 2015 by ArekkusuStorm Link to comment Share on other sites More sharing options...
Boombro Posted December 7, 2015 Share Posted December 7, 2015 (edited) why do Bethesda "combat" modding anyway. Isn't it obvious modding serves not only the users but also the company. I think it's more that they don't want to be responsible for people screwing up their games and/or save files when they haven't officially given them the tools yet. I'd imagine they're waiting till January when they release their GECK is when they give us back the ability to mod. (Officially)This, for many back in Skyrim in the very first days if a mod broke your game it Beth's fault. That cased problems. It also very normal for patches to break mods or even save games for bugs to be fixed back then. Now mods are broken and broke save games and the game, and many want a fix from beth. See? Edited December 7, 2015 by Boombro Link to comment Share on other sites More sharing options...
mac2636 Posted December 7, 2015 Share Posted December 7, 2015 why do Bethesda "combat" modding anyway. Isn't it obvious modding serves not only the users but also the company.Anyone else think, at least in some part, their desire and plans for paid mods are involved? Link to comment Share on other sites More sharing options...
DarkAngel53 Posted December 7, 2015 Share Posted December 7, 2015 Changes have been made to ensure that the .ini workaround to enable mods is in fact disabled. There is a workaround of the workaround available, or you can advocate installing the F4SE Beta to bypass the new launcher altogether. The work around of the work around works for me. Its simple and easy, and doesn't mean installing any other applications to re-enable mods again :) Link to comment Share on other sites More sharing options...
Boombro Posted December 7, 2015 Share Posted December 7, 2015 Anyone else think, at least in some part, their desire and plans for paid mods are involved? This, for many back in Skyrim in the very first days if a mod broke your game it Beth's fault. That cased problems. It also very normal for patches to break mods or even save games for bugs to be fixed back then. Now mods are broken and broke save games and the game, and many want a fix from beth. See? I think it's more that they don't want to be responsible for people screwing up their games and/or save files when they haven't officially given them the tools yet. I'd imagine they're waiting till January, when they release their GECK, is when they give us back the ability to mod. (Officially) Please don't bring up paid mods. Let this hellish matter rest until it raises again. Link to comment Share on other sites More sharing options...
MigrosBudget Posted December 7, 2015 Share Posted December 7, 2015 I made a short instruction video on how to fix the .esp mods: Link to comment Share on other sites More sharing options...
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