Fallout Thread V26: At least it's not a Nuclear Winter
5,001 replies, posted
So it turns out that mods were not disabled in the survival beta, Bethesda just changed the way the game reads the Plugins.txt.
The game now only loads mods in the file that have an asterisk before their name, the ones that do not won't be loaded. This is why it appeared that mods were disabled.
[QUOTE=Pokepunch;50102468]So it turns out that mods were not disabled in the survival beta, Bethesda just changed the way the game reads the Plugins.txt.
The game now only loads mods in the file that have an asterisk before their name, the ones that do not won't be loaded. This is why it appeared that mods were disabled.[/QUOTE]
That's funny, actually.
Here we're thinking they disabled mods, but all they did was change how they're loaded.
[editline]9th April 2016[/editline]
Where did you read this?
I really hope that they don't nix Steam Workshop support in favor of promoting Bethesda.net.
[QUOTE=KaptonJack;50102516]I really hope that they don't nix Steam Workshop support in favor of promoting Bethesda.net.[/QUOTE]
Would be nice to have both but Steam Workshop really isn't that good for Bethbryo games.
[QUOTE=KaptonJack;50102516]I really hope that they don't nix Steam Workshop support in favor of promoting Bethesda.net.[/QUOTE]
They said sometime last year they're not using steam Workshop. This is old news
[QUOTE=Pokepunch;50102468]So it turns out that mods were not disabled in the survival beta, Bethesda just changed the way the game reads the Plugins.txt.
The game now only loads mods in the file that have an asterisk before their name, the ones that do not won't be loaded. This is why it appeared that mods were disabled.[/QUOTE]
This trick works.
Make sure you put your mods in the plugins.txt. I used to use the loadorder.txt, but that no longer works
[QUOTE=Pokepunch;50102468]So it turns out that mods were not disabled in the survival beta, Bethesda just changed the way the game reads the Plugins.txt.
The game now only loads mods in the file that have an asterisk before their name, the ones that do not won't be loaded. This is why it appeared that mods were disabled.[/QUOTE]
I can confirm this works
I found it out myself, can't say any more.
I'm guessing the Creation Kit beta. :v:
[QUOTE=KaptonJack;50102516]I really hope that they don't nix Steam Workshop support in favor of promoting Bethesda.net.[/QUOTE]
To be honest, you can probably expect Bethesda.net to function pretty much the same way as Steam Workshop. I doubt Bethesda would really have much of a reason to change much about it (especially for a user), unless they decide to include a decent mod/plugin manager, which I find unlikely.
[QUOTE=Pokepunch;50102468]So it turns out that mods were not disabled in the survival beta, Bethesda just changed the way the game reads the Plugins.txt.
The game now only loads mods in the file that have an asterisk before their name, the ones that do not won't be loaded. This is why it appeared that mods were disabled.[/QUOTE]
Thank you my man, now if only there was a way to enable the console
[url]https://community.bethesda.net/thread/7279[/url]
Trainwiz is making a FNV style ammo switching mod
[QUOTE=Tuskin;50103129][url]https://community.bethesda.net/thread/7279[/url]
Trainwiz is making a FNV style ammo switching mod[/QUOTE]
Hopefully people make a fuckton more mods that add back shit from New Vegas. Maybe they'll take inspiration from some of it in future DLC/FO5 like they did for FO4 where they went "oh shit this settlement mod is neat we should make this a full part of the game"
[quote][img]http://images.akamai.steamusercontent.com/ugc/282973442541687556/DF9DE52C0105870D93FD3A8E6247EE05015B3923/[/img][/quote]
I was trying to buy a bed from yefim here, and we sort of became one. Neat.
According to Trainwiz, people can release mods they've made with the CK beta, they just can't talk about the CK beta :v:
Like how it works, the features and all that.
We just wait for someone to make an anonymous post on 4chan with screenshots and stuff like that.
You just can't say "nope nope you can't share this" and expect everyone to obey.
[QUOTE=MissingGlitch;50102218]The patience people have to build stuff like this holy shit. I quit over something as simple as "I don't like how this looks.[/QUOTE]
I'm on the side where I have plenty of patience but I'm too dumb to make anything good.
[QUOTE=MissingGlitch;50103683]We just wait for someone to make an anonymous post on 4chan with screenshots and stuff like that.
You just can't say "nope nope you can't share this" and expect everyone to obey.[/QUOTE]
Kinda had leaks already with the betas for Automatron and WW.
[QUOTE=Tuskin;50103129][url]https://community.bethesda.net/thread/7279[/url]
Trainwiz is making a FNV style ammo switching mod[/QUOTE]
Almost done with it too.
I have the patience to build a nice building but I don't have the patience to go and get all the materials for it.
Playing on PS4 so I can't just use console commands or anything.
So is Wasteland Workshop going to add new items to craft, or is it strictly settlement stuff?
Strictly Settlement from what it seems
I have the game for the PS4, have bethesda mentioned how downloading mods on consoles is going to work yet?
[QUOTE=Retyuoligkl;50104110]I have the game for the PS4, have they mentioned how downloading mods on consoles is going to work yet?[/QUOTE]
Probably through Bethesda.net, makes sense they'd want to start their own thing since the Steam Workshop isn't accessible to the consoles
I just made the game a lot more fun by becoming a rogue BoS soldier. I keep getting the missions from Proctor Quinlan where you escort scribes to the terminals to gather information, but once they've gathered the info, I just kill them and head back to tell Quinlan that "they didn't make it." I still get the XP too :v:
[QUOTE=Tuskin;50101518]Achievements are meant to be a challenge, if someone makes a mod where it makes you a god that one shots anything, why should they be rewarded?[/QUOTE]
it's already possible to get achievements while cheating with the console. i got some by teleporting myself to the QASmoke dev room and taking all the items
[editline]10th April 2016[/editline]
[QUOTE=No Party Hats;50103118]Thank you my man, now if only there was a way to enable the console[/QUOTE]
[url]http://www.nexusmods.com/fallout4/mods/11834/[/url] maybe this works?
I wonder if people are going to make player home mods like they did for FO3, NV, and Skyrim. I mean the option for settlement building is there, but building your own house doesn't hold a candle to the precision and absolute beauty you can get with the CK.
[QUOTE=UntouchedShadow;50104772]I wonder if people are going to make player home mods like they did for FO3, NV, and Skyrim. I mean the option for settlement building is there, but building your own house doesn't hold a candle to the precision and absolute beauty you can get with the CK.[/QUOTE]
it will certainly happen because that would be the only way to have a house outside of settlement areas.
go away for 24 hours, come back and there are 700 people ahead of me in a queue for the CK, of which 9/10 have probably never modded in their life
thanks bethesda
[QUOTE=Tuskin;50102205]Not mine
[video]http://imgur.com/a/OYeBQ[/video]
[url]https://www.reddit.com/r/fo4/comments/4e2165/3155484_triangles/[/url][/QUOTE]
Not enough baths filled to the ceiling with Jangles.
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