New live Steam Patch disables mods

Post » Sun Jan 10, 2016 12:34 am

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.

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Catharine Krupinski
 
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Post » Sun Jan 10, 2016 1:25 pm


I think they can't say much officially about this. IF they admit they accidentally removed mod support at this stage, it means they admit it's ok to use the mods before the official tools are out. If they say they purposefully removed mod support, they have whole mod community on their throats. At best we can hope they silently change it back along some other fix.
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SexyPimpAss
 
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Post » Sun Jan 10, 2016 1:58 am

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 :P

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.

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Kari Depp
 
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Post » Sun Jan 10, 2016 3:21 am

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 ...

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Allison Sizemore
 
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Post » Sat Jan 09, 2016 11:35 pm

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.

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Alister Scott
 
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Post » Sun Jan 10, 2016 10:04 am

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 ...

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Auguste Bartholdi
 
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Post » Sun Jan 10, 2016 1:54 pm

I've said this in a previous thread at it seems to make sense. The version of the CK Bethesda use includes middleware that they don't have a license to allow us to use. There's also a few other features here and there that they use that we can't.

The version of the CK we use isn't the same so it takes time to prepare it for us. They probably allocate that time to actual dev work until the game is out, then work on providing our version of the tool post release.

Edit

I believe the modding tool was released with the game last time with Oblivion. Since Fallout 3 its always come out after launch. Skyrim was like 3 months.
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Kayleigh Mcneil
 
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Post » Sun Jan 10, 2016 11:14 am

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.

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Doniesha World
 
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Post » Sun Jan 10, 2016 6:58 am

I'm just wondering why there has been no mention in the patch notes. That would indicate it's not intentional.

If it is intentional, then that's a pretty noticeable change which they chose to omit. And quite pointless because the workaround is such an easy task.

My own personal little theory: the removal of the hidden data files selection was probably intentional. It always seemed like a left-over devtool anyhow. The resetting of plugins.txt to default by the launcher is a direct result of this. This reset could be intentional, or it could be unintentional because of sloppy coding or whatever.
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Charity Hughes
 
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Post » Sun Jan 10, 2016 2:20 am

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.

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Auguste Bartholdi
 
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Post » Sun Jan 10, 2016 1:48 am

Sorry, I think you misread me. I didn't mean to say it's the removal itself that causes the reset, but the coding. Intentional or not, sloppy or not.

I do feel however that it's to noticeable a change to be omitted from the patch notes.

That said, it became quite irrelevant quickly.
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Steve Bates
 
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