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GringoLoco91

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Basically I downloaded CBBE as well as some other mods back on Friday night and then Bodyslide and a few more yesterday and everything ran fine (aside from invisible extremities on a road leathers reskin). This morning I fire up fallout 4, and upon loading it told me something about content not existing, and I thought it referred to the specific combat armor texture since I THOUGHT I had swapped a texture in bodyslide..upon loading I found none of the mods were active. I exited the game and saw through NMM that all mods had been deactivated. I tried to reactivate all through the green check on the plugins column, but it only selected the top few. It didn't reactivate the others, so I had to check them manually. When I went to open launcher via the button on NMM, steam hung there at "Preparing to launch Fallout 4" and it never did, so I closed it all and restarted the computer. Second attempt I checked my mods, then did the same thing, game came up, loaded, everything was fine aside from some sluggish loading UNTIL I exited my power armor. As soon as I did that, my display crashed and went black on me. I had to forcibly reboot the computer at the power button because I couldn't get the display back up for task manager or anything. I will upload a picture of my NMM showing the list of mods in case someone has run into this before and has seen a conflict between two. I have a feeling there's a conflict between Optimized Vanilla Textures http://www.nexusmods.com/fallout4/mods/1204 and CBBE http://www.nexusmods.com/fallout4/mods/15 and a few other mods involving it and bodyslide because the former requires the sResourceDataDirsFinal equal all this stuff about textures, sounds, interfaces, meshes, etc, while the latter require it remain blank (not to mention NMM did fuss at me about conflicts between the former and the latter on multiple occassions). I'll leave that picture, and I really hope someone can resolve this.

 

Here's my mods loadout as well as sidenotes

http://www.nexusmods.com/fallout4/Images/14011/?

 

UPDATE as I went through building a different loadout for a male character that wouldn't include CBBE and some of those, i got the following error message when turning on a crafting mod

 

 

The old Fallout4.ini edit is causing long loading times please remove it from your .ini file, set it as sResourceDataDirsFinal= (nothing after the '=')

 

NMM keeps saying this but optimized vanilla textures says to have all that stuff there. Is what's going on basically like trying to make the game do two different, conflicting things at once?

Edited by GringoLoco91
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I havent updated my fallout purely because of the amount of errors i have seen people having,

 

people dont realize that betha is trying to maintain control over the modding community and hence, updates are perceptibly blocking mods

 

I still use the OLD ini settings etc etc,

 

ALSO

 

Remember deactivating a mod will not REMOVE IT, you need to right click and UNINSTALL mods to actually remove them

Edited by Demonikone
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i had this exact problem too, (getting errors about content not existing when going ingame) then i found out all the plugins were de-activated, so you have to manually activate them all before playing :wink:

i made a new thread about this already, as im not sure what is causeing plugins to deactivate....

 

(btw, if you updated fallout you HAVE to use the new way to do mods with the shorter code having an = symbol with nothing behind it.

do not put in the /strings/mesh stuff, that will screw things up. And yes, even old mods still work when using the new technique, im still working fine with the old food planters mod ;) )

Edited by Raffwanker
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@Demonikone

You are correct that Bethesda is pulling stunts like the launcher deactivating mods after a player applied Patch 1.2

 

@GringoLoco91

You may want to set plugins.txt to read only.

 

This is a workaround for that annoying launcher and steam.

http://www.nexusmods.com/fallout4/mods/3252/?

 

That should hopefully fix your mods becoming deactivated when launching Fallout 4. For the crashing, I have no idea. :sad:

 

-edit-

For me the plugins.txt is located at C:\Users\kingculex\AppData\Local\Fallout4

For me the loadorder.txt for Fallout 4 is in the same folder.

 

Would launching the game directly straight from the .exe work? Yes.

Would launching the game from the NMM button work? Yes, if its set to launch the .exe directly. (This is what I do.)

Edited by kingculex
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people dont realize that betha is trying to maintain control over the modding community and hence, updates are perceptibly blocking mods

 

 

I really doubt that, they are bugfixing vanilla Fallout 4 not mine or yours running perhaps 150 mods by now. They should warn you though about the Beta update deactivating mods.

 

I would do the same, there is no officiall construction set yet so as a develloper i need to only know if the Beta works on a completely vanilla game. I cannot and would not want be bothered about a ton of bug repports because people already modded the game at this stage.

 

So i make sure the beta update deactivates anything and reverts to what i as a developer released and for exactly that where i'm making a patch for. As said would be nice they mention this. But way to early to start accusing bethesda of trying to get a iron grip or control on the modding community.

 

They simply do not support modding for FO 4 at this moment and are focused on fixing unmodded FO 4 untill their own supported mod tools are released.

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I really, really don't think Bethesda is striving to disable mods, esp. with this latest beta patch. The "resetting plugin.tct" thing was probably a light attempt to reduce the amount of mod users sending in crash reports so they can actually patch and fix actual issues with the game rather than unsupported mods, but this latest patch issues is more than likely a case of, updated game isnt getting along with unsupported mods. If they REALLY wanted to disable all mods, I don't think they would have much issue setting the game to ONLY load default files no matter what, and calling it a day.

You have no idea how many bug reports / crash reports they most likely get from people using mods and yet blaming them, and that has to be incredibly frustrating to deal with honestly.

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