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Fallout 4 1.5 Update Public Service Announcement


SirSalami

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In response to post #36963370.


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)


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.


math860c wrote: does the steam beta for version 1.5 disable mods?


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.


math860c wrote: does the steam beta for version 1.5 disable mods?
mikegrauohr wrote: 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!


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.


Natterforme wrote: Still waiting for the ability to import another users download load order and settings. Im guessing that will probably be rolled out when the site gets the face lift though.

-Natterforme


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.


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?
Ansler wrote: 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.
Camonna Tong wrote: Fallout 4 uses an updated Creation Engine. The Creation Engine is based on Gamebyro but heavily rewritten. Bethesda's Gamebyro was a lot of their own code, so with the Creation Engine, they rewrote the rest of it, and even replaced quite a bit of their own stuff.

Here's the thing, a lot of the bugs people call Gamebyro bugs aren't actually Gamebyro bugs because you can't find them in other Gamebyro games. Most of the bugs were introduced with Bethesda's coding.
janishewski wrote: I thought there was no more Gamebryo code in the CK. Legally, I don't think they could have offered paid mods if it is still there, unless they worked out some sort of deal.
Ansler wrote: To say that there is no more Gamebryo code in the Creation Engine invokes Theseus' paradox at best.


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.


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, ;) :)


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