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NMM 0.61.3 fixes for Fallout 4


TheTokenGeek

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In response to post #31669955. #31673750, #31673880 are all replies on the same post.


keh520 wrote: I found it pretty easy to workaround this issue yesterday by running NMM, running the launcher, then re-checking everything in the NMM list. I can't believe how quickly you guys came up with a real solution to the problem. Thank you! Bigger problem: why the heck is Bethesda sabotaging our ability to mod? Also changed yesterday: used to be able to get to the "data files" menu on the launcher by clicking the bright spot under the right eye of the helmet- that is gone too. Is Bethesda attempting to stop us from modding and what prompted that departure from the Bethesda model?
khmp wrote: 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.
BeingShotAt wrote: I think you're jumping to conclusions


This was not a "sabotage" or any attempt to stop modding. Mods break when updates happen. It's actually just that simple.

Edit: Also, the mod list is still there when you click the helm on the vanilla launcher. Edited by sneakykatze82
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Hello all, not sure but sounds just like we experienced with FO3, FONV and Skyrim? Ended up needing to use the script extender from silverlock to run mods? I know NMM has a similar launcher you can use.

 

I haven't tried it yet, nor ever used the NMM one, but saw the reference/link in another thread; for those new to FO or Beth world, you download it manual, extract, put the files in your data folder and create a shortcut for the launcher to put in your task bar and use it to launch the game.

 

What I did for the other games was use the Steam launcher to open and set my video etc from time to time (not sure I needed to, just did it :)), then close it and launch using the NVSE, SKSE launcher. Cant remember if I had to set it as admin or not.

 

I'll set up when I get home and try it. Sounds like the same Beth set up so we can mod the game, I've noticed some of the game seems to be purposely left weak (clothing textures, selection) in anticipation of heavy modding once the GECK is released.

 

Hope that helps any one..

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In response to post #31662115. #31662295, #31666485, #31676075 are all replies on the same post.


BlindJudge wrote: Yesterday Bethesda released a patch for Fallout 4 which disabled mods from being run by resetting the plugins.txt file that contains all of the .esm/.esp entries for plugins that you had active. It had no mention of this in the release notes so people quite happily had Steam update their copies, only to find that when they went to boot up it said that the game had changed since their last save.

Today we have released NMM 0.61.3, this release will once again allow for you to run Fallout
4 directly from NMM with all your mods and build order intact. Big thanks to our elite developer Fabio for all the effort he put in to get this up and running so quickly (when he was meant to have a day off may I add!).

If you discover any issues, then please make sure that you make us aware in the feedback thread on the website and we’ll do our best to get it rectified as soon as possible.

Enjoy your time back in the Wasteland...

Paul (BlindJudge)
Paradoxical47 wrote: Thank you for fixing this so quickly, found it very annoying when out of the blue the game failed to play with the mods. Now after much messing about I have to start a new game...how sad!!
Angerl wrote: do we have to run the game in NMM or can we launch it directly from steam?
DuskDweller wrote: 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.


Im disabling and re-enabling all my mods. That should work , isnt it?I dont know how to enable esp manually and i dont know if it works for textures
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In response to post #31662115. #31662295, #31666485, #31676075, #31677955 are all replies on the same post.


BlindJudge wrote: Yesterday Bethesda released a patch for Fallout 4 which disabled mods from being run by resetting the plugins.txt file that contains all of the .esm/.esp entries for plugins that you had active. It had no mention of this in the release notes so people quite happily had Steam update their copies, only to find that when they went to boot up it said that the game had changed since their last save.

Today we have released NMM 0.61.3, this release will once again allow for you to run Fallout
4 directly from NMM with all your mods and build order intact. Big thanks to our elite developer Fabio for all the effort he put in to get this up and running so quickly (when he was meant to have a day off may I add!).

If you discover any issues, then please make sure that you make us aware in the feedback thread on the website and we’ll do our best to get it rectified as soon as possible.

Enjoy your time back in the Wasteland...

Paul (BlindJudge)
Paradoxical47 wrote: Thank you for fixing this so quickly, found it very annoying when out of the blue the game failed to play with the mods. Now after much messing about I have to start a new game...how sad!!
Angerl wrote: do we have to run the game in NMM or can we launch it directly from steam?
DuskDweller wrote: 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.
Angerl wrote: Im disabling and re-enabling all my mods. That should work , isnt it?I dont know how to enable esp manually and i dont know if it works for textures


Man you guys rock! <3
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after this all my mods are working, but my PipBoy stoppet working and it doesnt show or work, anyeone knows how ti fix this ?

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