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Fallout 4 1.5 Update Public Service Announcement


SirSalami

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In response to post #36927805. #36931940 is also a reply to the same post.


High Priest Mikhal wrote: There's one thing I still want to know: why did they make computer players--the ones who will be making mods--wait on their distribution platform for consoles before they released the GECK? Why not just give it to us ASAP so there will be "real" mods available for Bethesda.net?
AWARHERO wrote: because had they done that, nobody would've bought the DLC's...

Modders would have made all that stuff by themselves (most of WW dlc was already available even before Bethesda released a trailer/info about it)


Perhaps for the same reason they released the Creation Kit for Skyrim 4 months after release? Or perhaps for the same reason they released the GECK for FO3 2 months after release?

Basically, consoles have little or nothing to do with it.
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In response to post #36933110.


xBlackBu11 wrote: When I update my game to the official 1.5 version, will that overwrite any of my mod files? will I have to reinstall any mods? or just activate the plugins?


It doesn't do anything to the mods. It just deactivated them because they were not being addressed correctly due to the new format. Basically it was the same as unchecking the .esp in NMM. All of the files were still there, they just didn't load into the game on a save that was using the survival difficulty. They did still load on a save that used any other difficulty. (Based on my limited testing) From what I understand the new NMM version takes care of that.

Edit: texture and mesh replacers always worked. Even with the beta. Just the .esp files were disabled.

So if NMM doesn't do it automatically then you should just have to activate the plugins.

I haven't actually tested NMM yet. I just read on one of the articles on the front page it's been updated for 1.5. Previously, if you were running the beta, you just needed to locate your plugin.txt file and add an * in front of any .esp you wanted to load. Any texture and mesh replacerers worked automatically because it was still pulling from the data folder before the games data.

I keep reading that it's an updated Skyrim engine, but it looks more like an updated Fallout engine from what I'm seeing. Edited by bubinga64
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"If you take advantage of NMM’s profile system, this can be most simply resolved by selecting “Import load-order” from the “Profile” menu, which will enable all of the the plugins associated with that profile at once. Otherwise, if you are not using an NMM profile, you will need to enable each plugin again in the usual fashion,"

 

You're kind of leaving something out here. You don't have to use the profiles to import load orders. Users can also manually export their load order to a text file to import from said text file later. From the Plugins tab of NMM, on the left side of the window right under the green checkmark to Enable all the inactive plugins are two potentially easily missed buttons that look like pages with an arrow by them. The first is to export a load order either to text file or the clipboard while the second one imports a load order. So even if you do not use the profile system you can safeguard your load order by exporting it to a text file today.

Edited by Ansler
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In response to post #36926540. #36928010 is also a reply to the same post.


ravernware wrote: Time to set steam to offline mode (and see how this major update is received) and set up my NMM profile. Meh.

"There's not a lot they can do yet other than edit textures and a couple other things, because the Creation Kit isn't out," Howard told Tech Insider. "And once it's out early next year, I think the sky's the limit."
- Dec 3, 2015, Business Insider: “What to expect from 'Fallout 4' in 2016”

Howard clearly underestimates the awesome creativity of those of you who have already uploaded 9,326 mods to the NEXUS FO4 site. Kudos to all you modders and I for one cannot wait to see what you all create now that the CK is finally on the way. =)

ps. anyknow if the face texture bug introduced in the 20 Apr 6.5Mb update will be fixed in time for this major update??
wolfgrimdark wrote: Already fixed - they fixed it the following day with another hot-fix.


Quote:
"Howard clearly underestimates the awesome creativity of those of you who have already uploaded 9,326 mods to the NEXUS FO4 site. Kudos to all you modders and I for one cannot wait to see what you all create now that the CK is finally on the way. =)"

I'd like to echo that. It was astonishing to see the mods growing on nexus, and the sophistication that some exhibit is very impressive. For someone like myself who is not terribly computer savvy, the NMM is much appreciated as well.
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In response to post #36925540. #36931230 is also a reply to the same post.


Graff wrote: Does the new version of NMM with the new plugin framework also enable mods for Survival Mode, or is that issue caused by something else entirely?
rawkus1977 wrote: As I understand it, Mods and the Console were disabled for beta testing alone(by Bethesda), to ensure any problems reported are unrelated to any mod conflicts etc.

I'd expect when survival moves out of beta everything will go back to normal......with modders working their magic once again :D


Mods weren't actually disabled by the beta; that's why Bethesda asked that we not use mods during the beta. The beta just uses the new format, so it only *looks* like mods are disabled until you go through your plugins.txt file and add the asterisks in front of all your non-official esp's and esm's. For their part, Bethesda didn't tell us how to enable mods in the new format, probably hoping they'd get cleaner tests for a while if nobody knew how to enable mods. The console definitely was intentionally disabled by the beta. I'm hoping (and assuming) it will be back for the official release, but as far as I know, Bethesda hasn't officially said why they disabled the console for the beta or whether or not it will still be disabled in the official release. They're not the greatest at communication.
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In response to post #36934920.


Ansler wrote: "If you take advantage of NMM’s profile system, this can be most simply resolved by selecting “Import load-order” from the “Profile” menu, which will enable all of the the plugins associated with that profile at once. Otherwise, if you are not using an NMM profile, you will need to enable each plugin again in the usual fashion,"

You're kind of leaving something out here. You don't have to use the profiles to import load orders. Users can also manually export their load order to a text file to import from said text file later. From the Plugins tab of NMM, on the left side of the window right under the green checkmark to Enable all the inactive plugins are two potentially easily missed buttons that look like pages with an arrow by them. The first is to export a load order either to text file or the clipboard while the second one imports a load order. So even if you do not use the profile system you can safeguard your load order by exporting it to a text file today.


Thanks!
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In response to post #36924460.


SirSalami wrote: "There's not a lot they can do yet other than edit textures and a couple other things, because the Creation Kit isn't out," Howard told Tech Insider. "And once it's out early next year, I think the sky's the limit."
- Dec 3, 2015, Business Insider: “What to expect from 'Fallout 4' in 2016

As you’re probably aware, the 1.5 update is currently in open beta and will likely be officially released very soon and with it comes the long-awaited Fallout 4 Creation Kit. Along with this, Bethesda is changing the way plugins will be handled by the game.

The result is that mod management software, including our own Nexus Mod Manager, will need to be updated to adhere to the new standards being set by Bethesda. Thankfully, by providing access to the beta updates, Bethesda has allowed us to be able to preemptively make the changes needed to NMM so that when the patch does arrive, you will be affected as minimally as possible. However, there are some things you need to be aware of:

When the Fallout 4 1.5 update is released, NMM users will need the to have the latest version installed. With that done, the first time you open NMM with the Fallout 1.5 update installed, all of your plugins will no longer be enabled. If you take advantage of NMM’s profile system, this can be most simply resolved by selecting “Import load-order” from the “Profile” menu, which will enable all of the the plugins associated with that profile at once. Otherwise, if you are not using an NMM profile, you will need to enable each plugin again in the usual fashion, either by selecting the plugins and clicking the green check-mark, or simply double-clicking each one. This is only a one-time thing that you will be reminded of the first time you open NMM with the 1.5 update installed.

Other mod management software (such as Mod Organizer) may handle this differently so be sure to check with them to understand what steps you may need to take. To those of you that prefer manual installation, the process has also been slightly streamlined so we’ve updated the wiki accordingly.

It’s important to remember that the amazing work that the Fallout 4 modding community has accomplished so-far has all been done without official support or tools from Bethesda. The pending release of the Creation Kit will not only provide the tools needed to make more expansive changes to the core game that we’re all looking forward to, but also likely more education directly from Bethesda themselves. Hopefully all of this leads into a healthy relationship between us and the new Bethesda.net mod repository, as well as the upcoming console modding community.

Very exciting times, indeed! This is going to be a unique transition period for the Fallout 4 community and we’re hoping to help make it as seamless and fruitful as possible. We’ll be sure to keep you updated with any developments!


...""There's not a lot they can do yet other than edit textures and a couple other things, because the Creation Kit isn't out," Howard..."
-9000+ mods prove Howard to be slightly off
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In response to post #36933110. #36934215 is also a reply to the same post.


xBlackBu11 wrote: When I update my game to the official 1.5 version, will that overwrite any of my mod files? will I have to reinstall any mods? or just activate the plugins?
bubinga64 wrote: It doesn't do anything to the mods. It just deactivated them because they were not being addressed correctly due to the new format. Basically it was the same as unchecking the .esp in NMM. All of the files were still there, they just didn't load into the game on a save that was using the survival difficulty. They did still load on a save that used any other difficulty. (Based on my limited testing) From what I understand the new NMM version takes care of that.

Edit: texture and mesh replacers always worked. Even with the beta. Just the .esp files were disabled.

So if NMM doesn't do it automatically then you should just have to activate the plugins.

I haven't actually tested NMM yet. I just read on one of the articles on the front page it's been updated for 1.5. Previously, if you were running the beta, you just needed to locate your plugin.txt file and add an * in front of any .esp you wanted to load. Any texture and mesh replacerers worked automatically because it was still pulling from the data folder before the games data.

I keep reading that it's an updated Skyrim engine, but it looks more like an updated Fallout engine from what I'm seeing.


I agree with bubinga64's assessment, but I'd like to address a small concern of mine. Even though the files will be intact, will our installation information (on the Mods tab as opposed to the load order tab) be left intact? Otherwise, even though the mod files themselves will be intact, I won't be able to tell which mods were installed in what order.

I just realized I can sidestep the issue by deleting all the mods that I don't have currently installed, but that seems drastic.

Thoughts?
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In response to post #36933110. #36934215, #36937610 are all replies on the same post.


xBlackBu11 wrote: When I update my game to the official 1.5 version, will that overwrite any of my mod files? will I have to reinstall any mods? or just activate the plugins?
bubinga64 wrote: It doesn't do anything to the mods. It just deactivated them because they were not being addressed correctly due to the new format. Basically it was the same as unchecking the .esp in NMM. All of the files were still there, they just didn't load into the game on a save that was using the survival difficulty. They did still load on a save that used any other difficulty. (Based on my limited testing) From what I understand the new NMM version takes care of that.

Edit: texture and mesh replacers always worked. Even with the beta. Just the .esp files were disabled.

So if NMM doesn't do it automatically then you should just have to activate the plugins.

I haven't actually tested NMM yet. I just read on one of the articles on the front page it's been updated for 1.5. Previously, if you were running the beta, you just needed to locate your plugin.txt file and add an * in front of any .esp you wanted to load. Any texture and mesh replacerers worked automatically because it was still pulling from the data folder before the games data.

I keep reading that it's an updated Skyrim engine, but it looks more like an updated Fallout engine from what I'm seeing.
wer123456 wrote: I agree with bubinga64's assessment, but I'd like to address a small concern of mine. Even though the files will be intact, will our installation information (on the Mods tab as opposed to the load order tab) be left intact? Otherwise, even though the mod files themselves will be intact, I won't be able to tell which mods were installed in what order.

I just realized I can sidestep the issue by deleting all the mods that I don't have currently installed, but that seems drastic.

Thoughts?


Since the mods tab saves the install and download date of each mod, and I've never seen a NMM update that resets those, you should be fine.
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