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Fallout 4 1.5 Update Public Service Announcement


SirSalami

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In response to post #36987560.


ClockworkBlack wrote:

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.


i'm about 2 days playttime in and the mods definitely make it the immersion immersive for the sake of immersiveness. love it!!
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In response to post #36963370. #36980130, #36996150 are all replies on the same post.


T00LK1D wrote:

and in the mean time can somebody explain how to get my mods working again in simple language i am a accountant not a bloody IT specialist

 

Go and set up your mods as usual with NMM. Now exit NMM. Now go here on your computer: C:\Users\[your Username]\AppData\Local\Fallout4 - And open the plugins.txt file.

 

It should look like this now:

 

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
ArmorKeywords.esm
Homemaker.esm

Craftable Armor Size.esp

SettlersRename.esp
Scrap Everything.esp

--

 

Now, you simply add a star/asterisk ( * ) in front of unofficial addons (mods), and it should look like this:

 

--

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
*ArmorKeywords.esm
*Homemaker.esm

*Craftable Armor Size.esp

*SettlersRename.esp
*Scrap Everything.esp

--

 

Now save the file, close it, right click it and set it to read-only. Do not start NMM now, because the current version will reset the plugins.txt - Instead, start fallout directly through Fallout4.exe.

 

All done, mods should be working (confirmed working on 1.5.151)

Chekun wrote: 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, ;) :)
Bitdman wrote: Wrye Flash users....If you make the "plugins text" read only, Wrye will crash on start up.


ahahahahah et go home lol
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In response to post #36963370. #36980130, #36996150, #36999800 are all replies on the same post.


T00LK1D wrote:

and in the mean time can somebody explain how to get my mods working again in simple language i am a accountant not a bloody IT specialist

 

Go and set up your mods as usual with NMM. Now exit NMM. Now go here on your computer: C:\Users\[your Username]\AppData\Local\Fallout4 - And open the plugins.txt file.

 

It should look like this now:

 

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
ArmorKeywords.esm
Homemaker.esm

Craftable Armor Size.esp

SettlersRename.esp
Scrap Everything.esp

--

 

Now, you simply add a star/asterisk ( * ) in front of unofficial addons (mods), and it should look like this:

 

--

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
*ArmorKeywords.esm
*Homemaker.esm

*Craftable Armor Size.esp

*SettlersRename.esp
*Scrap Everything.esp

--

 

Now save the file, close it, right click it and set it to read-only. Do not start NMM now, because the current version will reset the plugins.txt - Instead, start fallout directly through Fallout4.exe.

 

All done, mods should be working (confirmed working on 1.5.151)

Chekun wrote: 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, ;) :)
Bitdman wrote: Wrye Flash users....If you make the "plugins text" read only, Wrye will crash on start up.
luthien21 wrote: ahahahahah et go home lol


towdow3 are you saying that Wrye Flash will crash with Pugins.txt read only for the Beta 1.5 because I have opted out of the beta so 1.4.32 level and use Wrye Flash and have had my Plugins.txt and Loadorder.txt (LOOT) read only since F04 was released with not one issue.
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So, I'm using the new NMM and running the Survival Beta. I tried to update a mod today.

 

The mod was deactivated and deleted fine; I activated the new version, files moved and everything is green and checkmarked. Except it didn't add it to my plugins.txt. It clearly REMOVED it from my plugins.txt, but didn't re-add it back when the new file was activated. You want to know what it DID do? It added "*Fallout.esm" at the end of plugins.txt, even though it's at the TOP of plugins.txt and should NOT be asterisked.

 

Just a warning to those using Survival Beta, DOWNGRADE your NMM and after everything is installed, just asterisk the files in plugins.txt yourselves. Whatever this new Survival-"compatible" NMM is doing is nothing you want to deal with. It needs time.

Edited by N7Lisbeth
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In response to post #37000585.


N7Lisbeth wrote:

So, I'm using the new NMM and running the Survival Beta. I tried to update a mod today.

 

The mod was deactivated and deleted fine; I activated the new version, files moved and everything is green and checkmarked. Except it didn't add it to my plugins.txt. It clearly REMOVED it from my plugins.txt, but didn't re-add it back when the new file was activated. You want to know what it DID do? It added "*Fallout.esm" at the end of plugins.txt, even though it's at the TOP of plugins.txt and should NOT be asterisked.

 

Just a warning to those using Survival Beta, DOWNGRADE your NMM and after everything is installed, just asterisk the files in plugins.txt yourselves. Whatever this new Survival-"compatible" NMM is doing is nothing you want to deal with. It needs time.


Yeah, thats what the new NMM does. It puts the Fallout.esm way down at the bottom of the list and everyone in this thread has the same problem. It really sucks and it's a bad piece of programming.
For shame! as Curie would say....
/end sarcasm

Dude, stop blaming others where you are clearly wrong yourself. Somewhere down the line of downloading/installing things went bad...but that's not because of bad programming.

I say do as you say so yourself: stay away from NMM ( and you might even consider staying away from modding completely ) and let others who appreciate the hard work from the Nexus team enjoy the Mod Manager, mkay?
:) Edited by Eruadur
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I wish someone that is runing mods on version 1.5.151 would be so kind as say what their 'secret sauce' is. I've tried the standard add two lines in fallout4 ini archive section, and one line in the prefs ini under launcher and 'new game'crash. Removed all mods from my plugins.txt file, sameo. Run default ini files, fine, but no mods of course. Run the three needed lines in the custom ini, 'new game'crash. Hmmm... Could f4se... mumble...
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In response to post #37012155.


croc123 wrote: I wish someone that is runing mods on version 1.5.151 would be so kind as say what their 'secret sauce' is. I've tried the standard add two lines in fallout4 ini archive section, and one line in the prefs ini under launcher and 'new game'crash. Removed all mods from my plugins.txt file, sameo. Run default ini files, fine, but no mods of course. Run the three needed lines in the custom ini, 'new game'crash. Hmmm... Could f4se... mumble...


I have this exact same problem.

Adding "bInvalidateOlderFiles=1" or the old equivalent of "sResourceDataDirsFinal=STRINGS\...etc" causes my game to CTD without warning every single time I click 'New Game'. It's driving me bonkers; even more so since this was going to be my first playthrough of FO4 since December.

If none of those couple of lines are added, the game will work just dandy.

If anyone out there can be Obi-Wan; you're our only hope.

Edited by Vol08
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In response to post #37012155. #37013770 is also a reply to the same post.


croc123 wrote: I wish someone that is runing mods on version 1.5.151 would be so kind as say what their 'secret sauce' is. I've tried the standard add two lines in fallout4 ini archive section, and one line in the prefs ini under launcher and 'new game'crash. Removed all mods from my plugins.txt file, sameo. Run default ini files, fine, but no mods of course. Run the three needed lines in the custom ini, 'new game'crash. Hmmm... Could f4se... mumble...
Vol08 wrote: I have this exact same problem.

Adding "bInvalidateOlderFiles=1" or the old equivalent of "sResourceDataDirsFinal=STRINGS\...etc" causes my game to CTD without warning every single time I click 'New Game'. It's driving me bonkers; even more so since this was going to be my first playthrough of FO4 since December.

If none of those couple of lines are added, the game will work just dandy.

If anyone out there can be Obi-Wan; you're our only hope.


I'm running the beta and using mods as well, flawlessly. My ini changes related to mod activation:

Fallout4.ini:
[Archive]
sResourceDataDirsFinal=
bInvalidateOlderFiles=1

Fallout4Custom.ini:
[Archive]
sResourceDataDirsFinal=
bInvalidateOlderFiles=1

Fallout4Prefs.ini
[Launcher]
bEnableFileSelection=1

I have to say that I had to reinstall the game because I was having crashes on start too, but considering the stuff I tried before that ultimate reinstalling solution, maybe you could try deleting your ini files and launching the game (forcing the game to restore the original ini files), and then adding these lines to the inis. Maybe, just maybe, it solves the problem and you can skip the reinstallation thing.

Of course don't forget to put the "*" symbol before your mods in "plugins.txt" required for the mods to work in beta. Also backup the files (inis and savefiles) before touching anything if you don't like surprises.

I hope this helps somehow =/ Edited by BettleJuz
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