Patch 1.2 relevant changes for Modders!

Post » Fri Dec 11, 2015 1:23 am

Just let's gather some useful information for Modders, what got broken, what didn't etc.

1. Beth has removed the hidden plugin selection, refer https://www.youtube.com/watch?v=UNx6f5v9TxM to fix this, basically you want to do what needed to be done before the hidden plugin selection was found

2. There is still absolutely no love for leftys and arrow key players, I still can't conveniently use the settlement building workshop with arrow keys, followers will still occasionally run into my forward moving keys and activating dialogue etc.

3. In order to fix the problem you eventually get when you attained to the Beta patches, turn them off, then verifie game cache in Steam, after you removed the plugin.txt...recreating your .ini's might by recommended as well

That's the three things I had to do to restore anything like I was used to yesterday.

Thank you very much for the fixes Bethesda, unfortunately I don't got anything else from it then hassle. Fix the darn keys! :brokencomputer:

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Chris Duncan
 
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Post » Fri Dec 11, 2015 3:32 am

the more curious question is why isnt bethesda giving us the traditional "Data Files" option on the launcher menu? perhaps they wont do that until CK is released..

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Ice Fire
 
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Post » Thu Dec 10, 2015 3:16 pm

I still think it's because they didn't intend to allow esp mods to be loaded through the launcher and the eye thing was a developer back door.

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c.o.s.m.o
 
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Post » Thu Dec 10, 2015 3:09 pm

What if you just bypass the launcher? Using a batch file (because clickin on the .exe directly still launches the launcher) and having no mod trouble.

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Budgie
 
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Post » Thu Dec 10, 2015 7:54 pm

I suspect that the launcher requirement will go away after the CK/GECK/thingamajig is released. FOSE, NVSE and SKSE all bypassed it and I see no reason to believe that F4SE won't. My best guess is that Bethesda is simply trying to gather as much clean data as they can (as in "as much vanilla as possible", which is kinda svcky for us Rocky Road fans).

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Vahpie
 
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Post » Thu Dec 10, 2015 9:02 pm


F4SE already does.
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Tom Flanagan
 
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Post » Fri Dec 11, 2015 4:58 am

Not now, but why not later once the CK got released?

That doesn't help if I already opened the launcher. Apart from that, finding the plugins.txt takes just as much time...and I'm also using F4SE.

However, I have the feeling like Bethesda has an axe to grind with us PC gamers.

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Bereket Fekadu
 
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Post » Fri Dec 11, 2015 1:12 am

Everything will most likely change and be tied up closely to Beteshda.net. Even the data file is probably an artifact and will be updated to something better (and most likely console-friendly) once the GECK is released / modding is officially supported.

There is a few ini settings seen by the game specifc for Bethesda.net :

[Bethesda.net]bEnableanolytics=0bEnablePlatform=0iBethesdaEAIProductID=2sBethesdaAccountKey=sBethesdaAccountURL=sBethesdaEAISecretKey=sBethesdaEAIURL=sHydraStudioKey=sHydraStudioURL=
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Roberta Obrien
 
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Post » Fri Dec 11, 2015 3:57 am

I just hope they don't punish PC gamers for the payed Mod disaster created by the stired up masses. Somehow I got the feeling that's what they do with FO4. Everything seems to be focused on consoles, and yet they give two [censored]es about how there are huge problems with the key bindings for PC gamers. Now they take plugin manager away just for being lazy.

I also have the feeling that PC technical support for Skyrim was much better...maybe I'm just paranoiding things?

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Matt Fletcher
 
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Post » Thu Dec 10, 2015 2:28 pm

I fully expect there to be a proper menu in the launcher once the CK is out and mods made with it are possible.

It actually wasn't. Patches tended to break more than they fixed, and because of the PS3 debacle with DLCs, we all lost out on the last 2 that had been planned. So most of us are hoping the situation has improved since then. I'm tentatively hopeful considering the first two beta patches look like they fixed what they set out to fix and haven't broken anything new.

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Emma-Jane Merrin
 
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Post » Thu Dec 10, 2015 5:35 pm

Yeah, probably true, I just can't remember I had so much struggle with Skyrim. FO4 is given me headaches, there's so many things I needed to fix to even be capable of playing the game, it's just frustrating. As of this I have to disagree the patch fixes things, at least regarding to the keys. I just hope I'm not affected by the frame rate drops everyone is reporting, haven't played since the update.

Kind of feels like Codsworth "how do you polish broken keys, that are hardcoded inside the flash files". :brokencomputer:

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Kira! :)))
 
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Post » Thu Dec 10, 2015 4:06 pm

I did everything like in the video, but as soon as i start the game, the read only gets removed and the plugin list is empty again.

Edit: Nevermind, there is a new version of the NMM.

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Racheal Robertson
 
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Post » Thu Dec 10, 2015 7:10 pm

I backed up my original pre beta game files/folders before updating and did a few little tests. I found the easiest way to get around the issue of updating while using mods is simply set your original pre update Fallout4.ini, Fallout4Prefs.ini and plugins.txt files to read only and then update the game as normal. All mods still work fine and I'm yet to have any issues in-game due to doing this, still also using AHK because the current patches still do not fully address all the keybind issues. *sigh*

I found this was the easiest and fastest way to update the game keeping my original mods profile intact.

This works for me, it might work for you too.

Hope this helps.

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Chavala
 
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