Might be silly to you but having installed the few mods I have manually and that meant locking .ini files in "read only" once you're threw, I didn't have to reinstall my mods everytime I started the game until the fix (once again, non-Beth) was out.
Might be silly to you but having installed the few mods I have manually and that meant locking .ini files in "read only" once you're threw, I didn't have to reinstall my mods everytime I started the game until the fix (once again, non-Beth) was out.
I find it amusing that they disable the data window for us to set our mods correctly, then put in plugins.txt not to alter it because it's to keep track of downloaded content. Well...it's not keeping track, so we have to manually insert it. Then it deletes it (if you don't set read-only). I thought they WANTED to keep track
Until Mod Organizer has a full release out I'm sticking to manual and launching with the script extender. Bilago's is also a great tool, but after fully reinstalling Fallout4 even Bilagos couldn't open the data window anymore.
This is purely intentional of course. maybe to prepare paid mods ? If so, they don't want too much mods before the official G.E.C.K launch ...
IMO, it was intentional, and a welcome move. Yes, I know that's an unpopular viewpoint, but given the state of tools like Snip, I would not blame them one bit. Plus, the way the access was provided, I'm convinced it was a back door developer process that was never supposed to make it into the live release to start with. I think they payed more attention than people realize to the debacle that was Skyrim's first 4 months and they did this to limit their own contribution to the problem. The company line in support has always been "our game lets you use mods made with the CK but we do not support issues arising from their use". Which means leaving a back door behind could be taken the wrong way since official tools do not exist yet.
For those who think it was removed accidentally, that's simply not logical. The fact that they specifically reset the ini file and have removed the click point means SOMEONE had to spend the time to go through the code to do all that, then compile it, and then check to make sure it worked. The rest of the content of the patch had nothing to do with the launcher and touching it would have been totally unnecessary for that.
You may be right, but :
- at first modder's community won't like it
- tools much safer like FO4Edit are already in place and FalloutSnip is abandonned
- why delay the new G.E.C.K launch ? This is illogical ...
Nobody ever likes "change" but in this case it was logically necessary even if they didn't completely disable mods.
Keep in mind that it makes no difference whether it's FO4Edit, Snip, or directly editing with a hex editor. They're not official tools.
Because they have to cut out the stuff we're not allowed to have, or possibly they need to shore it up to be more generally stable than their internal environment. Either way nobody should be surprised since Todd told everyone at E3 that the CK/GECK won't be available until "early 2016". So it isn't like they yanked it out of our hands or something at the last minute.
I know we all like to point and laugh at what seem like dumb mistakes or situations that seem impossible yet happen, but the truth is, such targeted and specific changes could not be done by accident. Blocking the code for the click spot would not cause the launcher to reset the plugins.txt file, nor would it cause it to reset the ini files.
IMO, they left it out of the change log because it's a "damned if you do, damned if you don't" scenario. Regardless of how they approached it, people would get mad. So since it was a secret option to begin with, they obviously chose not to mention they yanked it.