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Really dumb question


TheOriginalEvilD

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I hate to even ask this, but I really don't know.

 

I caved and updated, and I'm starting a new character in survival. I'm going to use a few mods that I think are essential for my play style that won't necessarily make survival easier but will definitely make playing through the game a little faster and more fun.

 

My question is, in the very beginning, when you just left the vault, how the heck do you know if your mods are working? With all this crap going on at the moment with mods maybe working and maybe not working, some being enabled and some not, if you can't craft anything, if you need some perks before you can tell if a mod works (like maybe a mod has to do with X-01 armor) or maybe a mod is a gun that you need to craft, how the heck can you see if the mods are working when you can't build anything?

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Well, as long as NMM is up to date you should be fine.

 

That gun you mentioned - where's it crafted at? If it's at the chemstation (like my Xornian Laser) then just check that and see; there's one behind one of the houses in Sanctuary. If it's crafted at a special mod weapon bench, then check the crafting section of the Workshop to see if said bench is present.

 

Or use the console to "help gun 4" and see if it comes up (yes, I have a mod that turns the console back on in Survival Mode and no - not to cheat; I rename my settlers and use Precise Object Moving & Rotating when building my Settlements and Outposts).

 

 

EDIT:

Worst case scenario is that you'll have to make corrections and add the mods after the fact, but adding mods doesn't hurt your saved game - so no biggy.

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I also think there's a way to make the in-game console display your load order as well. If it shows up in that load order, the mod is enabled. Most of the changes made within the actual game wouldn't stop mods from working, it's only the adjustments to plugins.txt and similar changes that shut off everyone's mods. However I know a few very specific things were changed within survival mode that could affect mods, such as mods that affect leveled lists, so it's always good to check.

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How to check, if your .esp files are active and make them stay that way:

 

-set Windows to show invisible files

http://www.howtogeek.com/howto/windows-vista/show-hidden-files-and-folders-in-windows-vista/

 

-open plugins.txt located in

C:\Users\...\AppData\Local\Fallout4

 

-check if all .esp/.esm mod files are listed there and have * sign in front of each line

 

-close the text file and make a backup copy (so you won't have to deal with retyping anything if you decide to get a mod from bethesda.net or try beta and something goes wrong)

 

-set plugins.txt as Read-only

 

 

 

You can make it Non Read-only with NMM next time you want to add to or change your .esp list.

 

 

There are mods enabling console commands and other utility options in the survival mode.

http://www.nexusmods.com/fallout4/mods/11834/?

http://www.nexusmods.com/fallout4/mods/13230/?

Edited by BlackRoseOfThorns
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HELP should ALWAYS work, even if you don't have the perks or even if you don't have the recipe at all. So really, that's the only definitive proof of whether the mod has been loaded or not.

 

Other methods are fallible, because if you need to find a recipe (or having found a weapon acts as the recipe), they won't show up at the crafting station.

 

So, really, let's say I wanted to check if the desert eagle was loaded, the only infallible method is "help eagle 0 weap". If it does find the weapon, congrats, the mod is loaded. If not, not.

 

The same goes for Skyrim too, btw. Which is where I learned it.

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Have you found any changes in the console now? Honestly if they completely locked us out of the console and nobody could find a work around, I'd just stop playing this game.

Um, it looks and acts the same near as I can tell. And I feel ya; it's just to useful to go without.

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How to check, if your .esp files are active and make them stay that way:

 

-set Windows to show invisible files

http://www.howtogeek.com/howto/windows-vista/show-hidden-files-and-folders-in-windows-vista/

 

-open plugins.txt located in

C:\Users\...\AppData\Local\Fallout4

 

-check if all .esp/.esm mod files are listed there and have * sign in front of each line

 

-close the text file and make a backup copy (so you won't have to deal with retyping anything if you decide to get a mod from bethesda.net or try beta and something goes wrong)

 

-set plugins.txt as Read-only

 

 

 

You can make it Non Read-only with NMM next time you want to add to or change your .esp list.

 

 

There are mods enabling console commands and other utility options in the survival mode.

http://www.nexusmods.com/fallout4/mods/11834/?

http://www.nexusmods.com/fallout4/mods/13230/?

Sweet! Thanks!

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HELP should ALWAYS work, even if you don't have the perks or even if you don't have the recipe at all. So really, that's the only definitive proof of whether the mod has been loaded or not.

 

Other methods are fallible, because if you need to find a recipe (or having found a weapon acts as the recipe), they won't show up at the crafting station.

 

So, really, let's say I wanted to check if the desert eagle was loaded, the only infallible method is "help eagle 0 weap". If it does find the weapon, congrats, the mod is loaded. If not, not.

 

The same goes for Skyrim too, btw. Which is where I learned it.

 

If a mod author doesn't list it in the description, how can I find what the "help" word is? I've used help on a few mods but they always told me what to use in the mod description.

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If a mod author doesn't list it in the description, how can I find what the "help" word is? I've used help on a few mods but they always told me what to use in the mod description.

You can use either FO4Edit (what I'm still using) or the Creation Kit (just haven't gotten around to it yet) to view a given mod's files, including a given item's ID and Name.

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