carmengerber Posted June 27, 2016 Share Posted June 27, 2016 I am SERIOUSLY not impressed by the new update that causes me to have to manually and individually enable every single mod I have installed in-game before I start the game. Am I missing something? Is there an easy way to stop it from doing this or is it only my game that does it? :mad: Link to comment Share on other sites More sharing options...
PillMonster Posted June 27, 2016 Share Posted June 27, 2016 (edited) I am SERIOUSLY not impressed by the new update that causes me to have to manually and individually enable every single mod I have installed in-game before I start the game. Am I missing something? Is there an easy way to stop it from doing this or is it only my game that does it? :mad:Possible silly question but are you using a mod manager? http://www.nexusmods.com/fallout4/mods/modmanager/? http://www.nexusmods.com/fallout4/mods/495/? Edited June 27, 2016 by PillMonster Link to comment Share on other sites More sharing options...
Rabbit1251 Posted June 27, 2016 Share Posted June 27, 2016 Activated them through Bethesda.net? The Rabbit Link to comment Share on other sites More sharing options...
Slavemaster4u Posted June 27, 2016 Share Posted June 27, 2016 Activated them through Bethesda.net? The RabbitTo know for sure what mods ARE active when you launch the game. Go to "Users->YourUserName->AppData->Local->Fallout4->Plugins.txt"That is the master list. When you launch the game, it reads that list and loads what's listed there, in the order it is listed. As long as the mod is on that list it will always load it.No need to activate mods each time you load game. Link to comment Share on other sites More sharing options...
carmengerber Posted June 27, 2016 Author Share Posted June 27, 2016 Thank you so much everyone for the help and replies.Yes, I use Nexus Mod Manager. It never used to be a problem before the integrated menu in-game after the update. I have registered my Bethesda account in-game, if that is what you mean Rabbit, or did I misunderstand?Definitely going to check that Plugins.txt Slavemaster, thank you so much!Just on that, what is the correct name to add to this txt file? Is it the filename of the mod? :laugh: Link to comment Share on other sites More sharing options...
carmengerber Posted June 28, 2016 Author Share Posted June 28, 2016 SOLVED: I populated the Plugins.txt file with asterisks before all the mods and saved a copy of this correct Plugins.txt file on my desktop together with a shortcut to this location. Before I launch the game, I open this location and paste my Plugins.txt file from my desktop and overwrite the shitty one. Yay! Thank you everyone for pointing me in the right direction! No more pain in the ass! :laugh: Link to comment Share on other sites More sharing options...
Rabbit1251 Posted June 28, 2016 Share Posted June 28, 2016 SOLVED: I populated the Plugins.txt file with asterisks before all the mods and saved a copy of this correct Plugins.txt file on my desktop together with a shortcut to this location. Before I launch the game, I open this location and paste my Plugins.txt file from my desktop and overwrite the shitty one. Yay! Thank you everyone for pointing me in the right direction! No more pain in the ass! :laugh:Yes, this will work and I have used it myself. However, Bethesda has apparently added an additional step for Fallout 4. You need a Bethesda. net account (https://bethesda.net/#en/dashboard). At the game's 'Start' menu choose 'Mods'. That will take you to the Bethesda site where you will need to activate your mods yet once again. Once done you shouldn't have to fool with the Plugins.txt again. At least I haven't had to. The Rabbit Link to comment Share on other sites More sharing options...
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