New live Steam Patch disables mods

Post » Sun Jan 10, 2016 11:21 am

The mods should still be there. CHeck the data folder. I use NMM which sets the load order file (hidden) to read only. I also use the Nexus FO4 launcher. WAYYYY better than the original.

It also sets the ini files to read only when you exit it. For those who are having issues make sure the /meshes, /textures, etc stuffis still in the fallout4prefs.ini file.

It can reset becuase of the prefs file located in the main FO4 directory. That is used to create the one located in the saves directory.

I do use 1.2.37.0 though so Im opting into the beta. ALthough I opted into the previous patch and I dont remember my mods being disabled.

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Star Dunkels Macmillan
 
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Post » Sat Jan 09, 2016 11:07 pm

This can't possibly be intentional. Its also been close to 12 hours and still silence from Bethesda. WTH.

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BRIANNA
 
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Post » Sun Jan 10, 2016 3:47 am

This is absolutely asinine. I have to jump through hoops to reuse even some basic mods that fixes bugs that they STILL havent fixed. Setting the plugin file to read me doesn't work. If it's set to readme, the launcher fails to launch, runs a steam update check then im back to square one with trying to relaunch it. I'm forced to run steam offline so it can't run an update check, run the launcher and let it disable all my mods, re-enable all my bug fix mods, then I can play the game. Got any other flaming hoops we need?

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Britney Lopez
 
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Post » Sun Jan 10, 2016 12:10 am

i updated & restarted fallout 4 configuration tool by Bilago, activating invalidate archive at bottom left of tweak tab. Then my mods loaded fine. No work around needed.

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Anna S
 
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Post » Sun Jan 10, 2016 3:24 am

*Starts shooting around his feet "DANCE! longhorne, DANCE!

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Zualett
 
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Post » Sun Jan 10, 2016 1:09 am

just need to set the pugin.txt in "read only" no need to bother too much.

But well it show how bad devs they are... lol, they even removed the "mod manager" from the launcher like that we are a bit more annoyed to still play with mod.

+ If they really wanted to "disable mod" on purpose, they are very naive to think we are going to be agree to play their broken game without mod oO

Seriously, without the dialogue interface revamp / pipware / optimized vanilla textures and quite many other stuff there is absolutely NO WAY i play their broken game.

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ezra
 
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Post » Sun Jan 10, 2016 6:53 am

There is a logical reason as to why they may have decided to remove it. Right now the game has bugs and mods can create obscure results to those bug reports. A dev could spend a long time chasing down a bug that was caused by a mod.

Although I still think it was an oversight, the above makes sense.

Edit

A quick example. A CTD can happen if the user removes a mod their save relies upon.

Plus at this point should we really be modding? Do people not remember the whole TESV Snip fiasco?
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Jeneene Hunte
 
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Post » Sat Jan 09, 2016 11:59 pm

If it was in any way intentional you'd think it would be in the patch notes "Put in anti-modding code that looks identical to how we run the beta mode, reason: for the lulz!" No, this was a mistake but where on earth is the ETA on a timeline to fix it. As for whether or not we should be modding: Its a Bethesda game, that's kind of the whole point to them is bring in modder content to fix problems bethesda can't be bothered with/expand on the experience. For instance if I couldn't put in a modded set of interface files we developed over at WSGF to fix triple screen and ultra wide resolutions I'd have just gotten a refund straight up.

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Darian Ennels
 
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Post » Sun Jan 10, 2016 10:50 am

This isn't about entitlement for modding, I'm talking specifically about people making dodgey as hell mods with wonky tools and breaking people's save game. That's why I mentioned TESV Snip.

Unless the CK is out, mods should not be used as you cannot validate their safety and integrity. Evidence, 4 years ago.
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Sheila Reyes
 
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Post » Sun Jan 10, 2016 9:02 am

It may be related also to the recent possible breach of security on nexus. Some mods have to rely on exe files in order to work, and someone could hide easily some malicious code inside of them if they had access to the account of the modders.

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Michelle Smith
 
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Post » Sun Jan 10, 2016 12:50 pm


To that end the measures are somewhat counter productive. I have been manually installing the couple mods I have that actually make the game playable to me, and before the patch that was not much a hurdle. No .exe needed. But after the measures of the patch they're just pushing those who do use mods to use some kind of external launcher which in itself is a risk. Why not leave well enough alone. It's not like the mods woworked in the vanilla game without some tweaking even before.
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Bonnie Clyde
 
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Post » Sun Jan 10, 2016 3:27 am

Actualy no it doesnt as any mod user knows you always use mods at your own risk, especialy when they are not made with official tolls, however that being said mods atm(if you are at least semi sensible in picking them) cause no issues whatsover with the game even after prolonged play times(does this mean they are 100% safe, not rly but they are safe enough and realisitcly if you have even a basic idea on what do mods do and edit its quiet easy to know which mods have potential to cause problems in the long run anyway).

Seriusly game has bugs, rly go play Skyrim today without using unoficall patches and youll discover it has plenty of bugs still:) so by that logic no game ever should alow mods untill fully fixed(which in relaity means never since no game is ever fully bug free)

Also not to mention that if this wud be intentonal as mod prevention than its superbly badly made since it doesnt prevent anything just makes it a tad more anoying to use.

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KU Fint
 
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Post » Sun Jan 10, 2016 11:35 am

I was just putting forward an argument, I also believe it was just a mistake.

However still doesn't mean mods should be used until the official tools are released. The lesson seems to have not been learned from Skyrim. It was an actual travesty.
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Luis Reyma
 
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Post » Sun Jan 10, 2016 4:53 am

Well weather mods should or shouldnt be used is a decision every gamer makes for themselves, in my personal opinion even current limited moding capabilities improve the vanilla game enough for me to use them(and if by any chance i mng to corrupt my save games in the long run with it, thats my own problem and a risk i am aware of and willing to take)

Point being i fully rember the Skyrim lesson but i still chose to use spacificly select mods now, despite knowing all the risks involved and in the end if something goes wrong ill just restart the game, something i wud normaly do anyway whenever i wud add new mods that have larger impact to the actual game or its aspects.

Its all about is the risk worth the reward in the end, for me it is for you it might not be and thats fine but thats a decision we each make on our own and for ourselves, remember nothing in life is certain apart from dying(thats the only 100% thing that awaits all of us eventualy:) )

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^_^
 
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Post » Sun Jan 10, 2016 4:34 am

Nah I'll never die ;)

It is up to each of us sure, its just something to be mindful of and whether it's worth the risk to your save.
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Leticia Hernandez
 
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Post » Sun Jan 10, 2016 1:09 am

Try NExus mod manager. Manual Installation is silly. Sometimes necessary but NMM works well most of the time.

I would also recommend the FO4 config tool. It provides one click mod enabling as well as disabling intros, FOV, etc.

I use that launcher instead of the original.

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Scarlet Devil
 
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Post » Sun Jan 10, 2016 5:11 am

Then they should be getting the CK out very soon after if not simultaneously with release. I love Beth for allowing us the ability to mod the game and they are Super Crazy Rockstars for actually giving us their tools to do so. If they are suddenly getting worried about "dodgey" mod'ing issues though and are going to insert hoops to jump through to do it, then they should have just planned ahead better.

I don't think this is actually the case, it seems far more likely this is just an oversight in releasing the patch. Would be nice to hear that from them though with an ETA on the fix. Less mod savy folks or new mod users are likely wondering just WTF is going on when they are getting told their saves are missing content.

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Logan Greenwood
 
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Post » Sun Jan 10, 2016 1:59 am


I think the reason for the delay is because they have to strip everything out that they can't license to us, physics for example, any addons for the CK that users wouldn't have a license for.

They probably just take developing the base game as a higher priority than having a team also working on the CK.

It was cool when it used to come on the disc though!
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Micah Judaeah
 
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Post » Sun Jan 10, 2016 9:00 am

I hate to be that person but

bethesdanet/#en/events/game/fallout-4-launch-and-beyond/2015/09/08/22 note the "at every step"

Now to be realistic I understand if they turn off mods on the betas that's perfectly fine with me but on stable release please enable them back

Thanks

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Emma Louise Adams
 
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Post » Sun Jan 10, 2016 2:48 pm

Personally, I am not putting a mod on this game until the Editor comes out.

Anyway, the Nexus patched NMM and now you can run the game with the mods with out jumping through hoops

http://www.nexusmods.com/games/mods/modmanager/?

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Yonah
 
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Post » Sat Jan 09, 2016 11:09 pm

I have a vanilla character save that doesn't have any mods attached to it.

I was using the beta as a option to play that character and to test out the new features, though I must say Fallout 4 has been far more stable with mods then Skyrim or Fallout 3/NV.

Thank you so much to Bethesda for making Fallout 4 a 64bit executable, oh and the character selector is really awesome also.

@CCNA Thanks for telling me about the nexus update haven't had a chance to check while being at work lol

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Dominic Vaughan
 
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Post » Sun Jan 10, 2016 5:30 am

Thx mate saves me the trouble of having to reenable mods every time i start the game:)

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lillian luna
 
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Post » Sun Jan 10, 2016 3:47 am

the fo4 configuration tool fixed the problem for me, and it has "invalidate archive" too.

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brenden casey
 
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Post » Sun Jan 10, 2016 2:48 pm

Well I'm glad NMM stepped up and fixed it, not surprised Bethesda broke something perfectly workable and left the user community to step in...again.

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JESSE
 
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Post » Sun Jan 10, 2016 2:01 pm

Unfortunately this seems to be an all too often occurence. Did they ever actually make any comment about the issue?

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Petr Jordy Zugar
 
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