ToyTrains1 Posted April 20, 2016 Share Posted April 20, 2016 Quick Note. As of 12 minutes ago, a new beta showed up (1.5.151), so of course FO4SE stopped working. Le sigh. Link to comment Share on other sites More sharing options...
Boombro Posted April 20, 2016 Share Posted April 20, 2016 why use F4edit have betas on? Link to comment Share on other sites More sharing options...
trold Posted April 20, 2016 Share Posted April 20, 2016 why use F4edit have betas on?Que? o_O Link to comment Share on other sites More sharing options...
Bisaflor Posted April 20, 2016 Share Posted April 20, 2016 i dont get it ... what did they change?https://community.bethesda.net/thread/9158 Link to comment Share on other sites More sharing options...
st2050 Posted April 20, 2016 Share Posted April 20, 2016 Please write about your opinion: https://community.bethesda.net/thread/9313 Link to comment Share on other sites More sharing options...
DannyOuter Posted April 20, 2016 Share Posted April 20, 2016 So no able mods still? Link to comment Share on other sites More sharing options...
minngarm Posted April 20, 2016 Share Posted April 20, 2016 It's closer to the final release. Most of it is just further tweaks for survival for the public. Link to comment Share on other sites More sharing options...
MajDamage Posted April 20, 2016 Share Posted April 20, 2016 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. Link to comment Share on other sites More sharing options...
twizzOr Posted April 20, 2016 Share Posted April 20, 2016 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! Link to comment Share on other sites More sharing options...
MajDamage Posted April 20, 2016 Share Posted April 20, 2016 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. Link to comment Share on other sites More sharing options...
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