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after the release of bethesda net modding i have to activate mods through bethesda net. anyway to prevent this?


rudi1324

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come on, they show the patch notes on the popup, even if you don't want to update then and there take 30 seconds to read the headline

 

At least they list the information for NMM .61.6 and earlier. No recent specific info for quite some time.

 

https://forums.nexusmods.com/index.php?/topic/896029-nexus-mod-manager-release-notes-and-download-links/

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pretty much don't install any mods from beths site. those mods are for console casuals only :P

Not true. The author of Unofficial Scrap Patch and Auto Loot pulled from Nexus for personal reasons. Everything on Beth would work just fine from Nexus. There is no difference and some authors dual host.

 

I personally don't like Beth's hosting. The ingame UI is awkward and oversimplified and its load order changing is weird. I agree that the oversimplification is the unfortunate result of including consoles and it sucks PC users are forced to share instead of the PC version having its own look.

 

If I have to install/update/uninstall from Beth, I always exit out of the game afterwards and reopen LOOT.

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I have the latest NMM (0.61.23), and I haven't been able to get it to work with the new Fallout 4 at all. Same problems as previous versions. People keep saying it works fine for them. I don't know how. It keeps acting like I'm using the old FO4. It makes the plugins.ini read-only (which apparently is wrong now) and uses the old way of listing enabled mods (no asterisks). Every time I install a mod via NMM, I have to change plugins.ini to be writable and then enable them using the mod manager in FO4, which sucks ass.

 

I've even tried uninstalling and reinstalling NMM with a fresh download of it to no avail. I've followed every howto I can find. None of them work. Is there an official explanation of what we are supposed to do to make it work? I sure as hell haven't seen it.

 

Thanks

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Edit your plugins.txt manualy to include both bethesda.net and nexus mods. Save it and set as Read-only. Next time don't log into beth account unless you need to download something. Back in the day when there were some interesting skyrim quest mods on steam workshop (which you couldn't get anywhere else) I would just download them >> copy .esp somewhere safe >> unsubscribe from workshop >> copy paste .esp to Data and let NMM handle it.

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Yeah, I've already done that a couple of times. Didn't work. And it isn't me making it read-only. It is NMM itself. I guess I can try AGAIN. Maybe tomorrow. Going to bed soon.

My NMM isn't, so you must have a bad setting or you may need to remove the read only flag yourself.
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Hello. Was busy for several days and finally got around to trying your advice. Still doesn't work. I have the latest version of NMM (0.61.23). I delete the plugins.txt in my app data. I started Fallout 4 and enabled all the mods using it's management piece of s#*!. Then when I open NMM, it overwrites it with a blank, old-school version and screws up everything. It looks like my only choice is to install mods using NMM but enable them only with FO4. Sucks balls.

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Hello. Was busy for several days and finally got around to trying your advice. Still doesn't work. I have the latest version of NMM (0.61.23). I delete the plugins.txt in my app data. I started Fallout 4 and enabled all the mods using it's management piece of s***. Then when I open NMM, it overwrites it with a blank, old-school version and screws up everything. It looks like my only choice is to install mods using NMM but enable them only with FO4. Sucks balls.

No, just manage the mods with NMM. Don't bother with Bethesda's in game mod manager, though it should work just fine with NMM. Have you reset your FO4 INIs as well? I used to have your problem, but after deleting all my settings and verifying my installation, everything works fine. I don't remember exactly how I fixed it though.

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