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New Beta


ToyTrains1

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So from what I am seeing on the 1.5beta there is a new entry on the FO4 menu when you load the game up called MODS which when clicked requires you to log in to Bethesda.net with your username/pass and then enter a beta code to access mods. Put in place I would guess to control mods to the damn Console community. I am torn on this decision personally... but okay cool. It breaks all mods from what I can tell. I do not have closed beta access yet so I have no idea if when you sign in it allows mods from both 3rd party mod managers and downloaded mods from Bethesda.net. I tried re-installing, etc and the only way I can get mods to work again was to revert from the beta. No biggie...that's just what I found.

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So from what I am seeing on the 1.5beta there is a new entry on the FO4 menu when you load the game up called MODS which when clicked requires you to log in to Bethesda.net with your username/pass and then enter a beta code to access mods. Put in place I would guess to control mods to the damn Console community. I am torn on this decision personally... but okay cool. It breaks all mods from what I can tell. I do not have closed beta access yet so I have no idea if when you sign in it allows mods from both 3rd party mod managers and downloaded mods from Bethesda.net. I tried re-installing, etc and the only way I can get mods to work again was to revert from the beta. No biggie...that's just what I found.

Appreciate the info. Thanks!

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So I jumped over to the Bethesda forums and found out that if you edit your Plugins.txt and put an asterisk next to each plugin you can indeed get it to load. I am getting a CTD now though before it will enter gameplay. Validating my files on Steam now and going to try narrowing it down.. It may be because of a plugin patch or just me doing something wrong. Keep in mind, if you load NMM all plugs with an Asterisk will be removed from Plugins.txt. So I am doing this manually. I will post more if I discover what makes it work with the new beta.

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