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NMM 0.61.3 fixes for Fallout 4


TheTokenGeek

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In response to post #31669955. #31673880 is also a reply to the same post.


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I just think that if they wanted to prevent modding they'd have taken a better step to do it. Quite possibly a wrong assumption and you may be correct. Again just a different look at the same issue.

Or... tinfoil hats on. A push to use third party tools that circumvent the launcher! *dramatic music cue*

Also many thanks for updating NMM Fabio. Edited by khmp
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In response to post #31669955. #31673750 is also a reply to the same post.


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I think you're jumping to conclusions
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In response to post #31664670. #31666055, #31668810 are all replies on the same post.


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EDIT: Things seem to be ok so far, things are working again.. however i had a mod that gave me tv's and stuff to build but i dont see them now :(
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In response to post #31664670. #31666055, #31668810, #31675230 are all replies on the same post.


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Make sure the ESPs were rechecked as well.
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In response to post #31664670. #31666055, #31668810, #31675230, #31675605 are all replies on the same post.


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If your plugins.txt was reset by the patched F4 launcher you need to enable the esps in the NMM plugins panel.
NMM will prevent this from happening again.
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In response to post #31662115. #31662295, #31666485 are all replies on the same post.


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You need to re-enable esps using NMM, it will make sure the F4 launcher won't mess with the plugins.txt file again.
It's also better if you launch F4 through NMM.
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