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Fallout 4 1.5 Update Public Service Announcement


SirSalami

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In response to post #36963370.


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Thank you very much for the explanation. With this it is easy. :) I feel like a ET specialist...

...O wait it's not ET but IT, sorry for the mistake, ;) :)
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The import and export load order has always been there. It is not a new feature. On the Plugins tab - Look to the left and you will see a stack of icons. the bottom two icons are export to a File or clipboard, and Import from a file or clipboard - THAT is the copy and paste a load order. It copies a list of your load order in a text format so it can be put anywhere. This is a list of the files and not a copy of the actual files as that could be a large amount of data and take a lot of time.

 

If you do want to make a full copy of the files for backup, copy the folder where the files are located into your backup media. I do this on a weekly basis, but I do have 4 TB of disk space on a NAS that I can use for backups. I keep 3 backups, and rotate them so if the most recent backup has a problem, I can go back 2 weeks or 3 weeks.

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In response to post #36975840.


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Yep - as its explained at nexus and the official bethesda homepage.
They want us to use the beta without any unofficial changes for the best feedback.
Though its pretty easy to enable mods and console again!
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In response to post #36975840. #36984140 is also a reply to the same post.


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Yeah and NMM 0.61.17 should enable them if I read the patch notes correctly. I haven't been using the Beta patch though so I don't know first hand.
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Pretty exciting stuff. I haven't finished fallout 4 yet. I've only played it for like 5 hours. I was waiting for all the DLC's and the Creation Kit to come out so I can mod it and do a complete play-through. I like to take my games slowly and immersively.

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In response to post #36970260.


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Is the load order not just a text file? Couldn't you just replace yours with theirs in the NMM directory?
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In response to post #36933110. #36934215, #36937610, #36938095, #36951420, #36963935, #36967545 are all replies on the same post.


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There's still a bit left (Ie, NIF), but it's more Bethesda's coding of Gamebyro than Gamebyro itself. The engines before were Bethesda's custom coding plus Gamebyro. With the CK, Gamebyro was replaced with more of Bethesda's custom coding, but there's some things that they barely changed for their own code. CK is pretty much 99% Gamebyro free, but in a way, because the coding is based on the older coding in bits, it isn't. Though when you get down to it, that's how engines work.

John Carmack said most engines copy other engines one way or another. The only way that wouldn't happen is if the engine uses a completely foreign programming language, but then it won't be compatible with most things.

Why Skyrim and Fallout 4 looks like the older Bethesda games is because of Bethesda's custom coding, not Gamebyro. Gamebyro is also used in games like Civilization, and Civilization looks nothing like what Bethesda does. It comes down to what Gamebyro binaries (because Gamebyro is a bunch of binaries) the developers use, and the developer's custom coding on top of it.
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In response to post #36963370. #36980130 is also a reply to the same post.


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Wrye Flash users....If you make the "plugins text" read only, Wrye will crash on start up.
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