Dubbyk Posted January 2, 2017 Share Posted January 2, 2017 I built a new computer and I want to move my HEAVILY modded fallout 4 to it. We are talking over 300 mods with merged plugins and everything. The last time I attempted to move fallout 4 I simply copied the entire fallout 4 folder and the NMM mods folder. It basically worked. Most mods where present and working on the copy game but in NMM all of the mods showed up as question marks, no version numbers, no links to the mod's nexus page ect ect. I am also worried about how script injected mods that have all of the warnings that you must run a uninstall chem / holotape ect to uninstall will function if they are simply copy / pasted over. So what I am looking for is if someone who as successfully moved a modded fallout game can give me some advice. Should I move the virtual install folder? This was something I forgot to do the 1st time and may have led to my problems. What exactly do the NMM profiles do? What folder / files are responsible for keeping the linkage between NMM and the nexus site for mods so version numbers and links work? Can workshop menu adding mods (homemaker, and things like that) be safely moved without breaking my workshop menus? Link to comment Share on other sites More sharing options...
Soloquendi Posted January 4, 2017 Share Posted January 4, 2017 Besides those 2 folders, there are also game files in C:/user/appdata/Fallout4 and C:/user/documents/mygames/Fallout4. Those folders have your ini settings and plugins.txt files. There are also Nexus trace logs in C:/user/documents/Nexus Mod Manager. What Fallout 4 folder did you move? The main install one in SteamApps? Link to comment Share on other sites More sharing options...
Dubbyk Posted January 5, 2017 Author Share Posted January 5, 2017 Ya the 1st time I moved the whole fallout 4 folder from the steam apps folder. I will go find those trace logs you brought up, maybe they are what I was missing to keep the nexus file ID system intact for the moved mods. My biggest worry besides keeping the nexus ID's intact ( makes it a pain when you can't click on the mod and bring up it's page and see when it needs to be updated) is making sure script injected mods won't explode when moved. But worst comes to worse I can just reinstall those mods one at a time if I have too. Better to only have to redo a dozen or so mods and not all 300+ mods. Link to comment Share on other sites More sharing options...
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