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plugins.txt - WTF?


Sundansyr

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It seems Bethesda (or Steam) is really trying to put a crimp in modded game play.

Either using the launcher or the shortcut overwrites my plungins.txt with an empty one, disabling all mods.

 

The wiki says nothing about protecting your plugins file by setting it read-only, which is necessary to run any mods at all.

 

Grant you, I don't mod much and I'm certainly far out of the loop, but with every patch they seem to be finding some way of killing mods.

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Ever heard of the "crack door policy"? It's them pretending to look like open door but they really don't want you to come in.

Bethesda is the same with this mod policy. They appear to support modding, but they do everything it takes to curl modding because they do think their game is perfect and there is no reason what so ever to mod. But "we support modding" is still their slogan.

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Ever heard of the "crack door policy"? It's them pretending to look like open door but they really don't want you to come in.

 

Bethesda is the same with this mod policy. They appear to support modding, but they do everything it takes to curl modding because they do think their game is perfect and there is no reason what so ever to mod. But "we support modding" is still their slogan.

Because mods break your gaming when patching.

Three mods already reported to let you CTD at start up, other CTDs while playing.

 

Beth does allow modding, trust me. You can lock modding from their games.

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I always assumed NMM was the problem but obviously it's not.

 

I mean, NMM has to make plugins.txt not read-only when it opens, but i thought when it closed it was supposed to change it back to read-only. Is that not the case?

 

I've had no problem with mods de-activating since i figured out that's what wasn't happening, so now everytime i close NMM i just manually change my plugins.txt back to read-only and no problem!

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I always assumed NMM was the problem but obviously it's not.

 

I mean, NMM has to make plugins.txt not read-only when it opens, but i thought when it closed it was supposed to change it back to read-only. Is that not the case?

 

I've had no problem with mods de-activating since i figured out that's what wasn't happening, so now everytime i close NMM i just manually change my plugins.txt back to read-only and no problem!

Don't close NMM. Leave it running after you launch FO4.

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Ever heard of the "crack door policy"? It's them pretending to look like open door but they really don't want you to come in.

 

Bethesda is the same with this mod policy. They appear to support modding, but they do everything it takes to curl modding because they do think their game is perfect and there is no reason what so ever to mod. But "we support modding" is still their slogan.

Because mods break your gaming when patching.

Three mods already reported to let you CTD at start up, other CTDs while playing.

 

Beth does allow modding, trust me. You can lock modding from their games.

 

Yes, and that is up to the authors and users to determine what is wrong. Bethesda does not have a system in place to scan to see which mod is "up-to-date" and what is not. So for the entire last 3 patches, if I don't know how to bypass the launcher, I would be "re-enabling mods" every single time I get into FO4. And each and every time I have to check load order and whatnot. They don't do that at the beginning of the patch day, they do it .... all the time.

 

It's like Bethesda puts a sign saying "We welcome all mods" and the gate guards padding you down to make sure you don't bring any mod in. So what's with the welcome all mods? "yes we welcome all mods, as long as you don't run any of the mod entering game, then all mods are welcome .... to look pretty sitting on your harddrive". So we have to sneak our mods in bypassing Bethesda checkpoiint. The irony!!!

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Exactly what I have been doing. I actually launch from Fallout 4 Tweaker. Once again, if you did read, I was not complaining about how I could not get into the game, I was talking about Bethesda trying to prevent modding even their sales slogan is "we support modding".

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Beth is NOT a nice company (being a division of Zenimax) regardless of what any of you think. The cheap and nasty production budget of FO4- a game that went on to make a billion dollars- is a bit of a clue.

 

Current modding of FO4 is DESPITE Bethesda, not because of them, and Beth doesn't like this one little bit. Spitefully making current mods fail with updates is a war on the average, naive gamer. But if you think things are bad now, wait until the can of worms that is paid modding on the consoles finally begins.

 

Beth will inspect console mods with a fine tooth comb, and reject them under almost any excuse. And having learnt to do this, they'll try to impose the SAME over-sight on PC mods- once censorship officially begins, censors only ever want more power across time. Yes, we know this is a war Beth cannot win, but that won't stop them from trying to wage it.

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