Fallout Thread V26: At least it's not a Nuclear Winter
5,001 replies, posted
[QUOTE=purvisdavid1;50220243]C:/Users/You/AppData/Local/Fallout4[/QUOTE]
The AppData file is hidden too, just an fyi
So I gotta manually edit plugins.txt now even though I'm using NMM
Alright
Thanks bethesda
[editline]28th April 2016[/editline]
Cool editing plugins did fucking nothing
Awesome
[QUOTE=Katatonic717;50220276]So I gotta manually edit plugins.txt now even though I'm using NMM
Alright
Thanks bethesda
[editline]28th April 2016[/editline]
Cool editing plugins did fucking nothing
Awesome[/QUOTE]
Open NMM, set the load order, exit and start Fallout from either it's .exe or a custom launcher. Don't launch through NMM. What just worked for me.
[editline]28th April 2016[/editline]
Oh, forgot to mention set the plugin.txt to read only after fiddling with it in NMM.
I see, if I load the game through nmm is just overrides the edits I made
So I gotta launch it directly through f4se now
Jesus bethesda fucked up. Why make it so you need to add a * in front of unofficial plugins now? What does that even do?
So Fallout 4 borked for me, loading games or starting a new game would crash after the loading screen. So I verified my game cache, everything was fine. Disabled all my mods. Still crashing. Found someone saying to make new ini files, and the game was working, then I set the inis up for mods and the game resumed crashing. Uninstalled all my mods so there couldn't be a mod causing it, and the game just crashed when I tried to launch it. :toot:
[QUOTE=Katatonic717;50220276]So I gotta manually edit plugins.txt now even though I'm using NMM
Alright
Thanks bethesda[/QUOTE]
If you're using the latest version of NMM, you shouldn't have to manually edit that file. NMM was updated to use the new asterisk method for plugins.
The new method is an objective improvement, anyway. It means that the load order of both enabled and disabled plugins can be stored in one file, rather than third party tools having to create a separate file in case there are any disabled plugins. The majority of the main tools have been updated to support it, though I wouldn't be surprised if some of them still have some bugs.
Bethesda just did an awful job of actually telling people about it (just like releasing this update out of nowhere). People only found out about the asterisks once the CK closed beta started.
[QUOTE=Jamie1992GSC;50219489]Loving the mod so far integrated seamlessly. However. You can literally be swamped I imagine, level 28 here, in 30 mins of exploring at two locations. I've already found 10 of them. :/ Not sure if they are really common because of my level or just generally but I feel if it is the latter the chance to find them should be much lower.
[/QUOTE]
Yeah the drop chance was too high. I just released an update that lowered it significantly (from 15% to 5%).
Well this was a weird transition but I've recovered my game and mods intact :v:
[QUOTE=Mister Sandman;50220309]So Fallout 4 borked for me, loading games or starting a new game would crash after the loading screen. So I verified my game cache, everything was fine. Disabled all my mods. Still crashing. Found someone saying to make new ini files, and the game was working, then I set the inis up for mods and the game resumed crashing. Uninstalled all my mods so there couldn't be a mod causing it, and the game just crashed when I tried to launch it. :toot:[/QUOTE]
Yeah, this happened to me too. Loading screen crash and it also happened when loading Fallout4.esm on the Creation Kit. I just disabled all of my mods, deleted most of the script/doc/dll files in the Fallout 4 directory besides the materials/mesh/texture etc. folders in Data and verified integrity of game cache.
No telling what it was, but doing that did the trick.
[QUOTE=Omolong;50220327]If you're using the latest version of NMM, you shouldn't have to manually edit that file. NMM was updated to use the new asterisk method for plugins.[/QUOTE]
Just updated NMM, it's not working for me
[QUOTE=DeEz;50220349]Yeah the drop chance was too high. I just released an update that lowered it significantly (from 15% to 5%).[/QUOTE]
Ah! Fantastic. :v:
[QUOTE=TheRealRudy;50220694]the only cool thing from that mod is pretty much that raider power armor skin
[t]https://staticdelivery.nexusmods.com/mods/1151/images/9103-0-1455136676.png[/t] [t]https://staticdelivery.nexusmods.com/mods/1151/images/9103-0-1454978133.jpg[/t]
the rest just sucks[/QUOTE]
I dunno. I quite like the variation of armors and such. Breaks up the usual boring appearance they always have. Might not be the best mod out there, but it serves its purpose for what I want it for.
I quite like the look of that dreadnaught armor actually. I'm alright with the rest of it.
I mean hey, I ain't gonna be wearin' it on my character. Nothing wrong with my enemies having weird or terrible tastes. All the more reason to shoot em
I like the Dreadnaught raider set, as well as the base Raider set retexture, the Detritus PA, and the Junkyard dog armor, but all of the other stuff like the weird clown paint gas masks, the Tank Girl clothes, and the mask that literally says OMGDIE are pretty dumb.
The items it adds are also pretty good, the strange meat and moon shine and such.
[editline]boop[/editline]
The weird glowing white eyes in all the pictures don't really help any either. I haven't used that Super Mutant overhaul of his either because of the weird design choices with the eyes. Making them weirdly HD and glowing like bright yellow and purple and such.
Won't be using the armors personally, but I like the enemies using it like I said, really breaks up the mundane appearance they always have.
I have no mods at all and my saves are broke too.
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