Todays patch and removing mods

Post » Thu Dec 10, 2015 9:42 pm

Very aggravating. Tells me AFTER it applied to patch to back up my save games.

No warning there was going to BE a patch.

And then I start the game and it tells me the save relied on content that is no longer available and asks if it should use that save or not?

HOW THE HELL WOULD i KNOW?

I have no idea what content they DELETED from my game.

They keep all that a secret and then ask us what to do about the information they didn't give us.

They don't tell us what they took away or how it will affect our game so how can we possibly know if we want to use the current save or not?

What should we do if we say no? Start all over again?

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Emily Jones
 
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Post » Fri Dec 11, 2015 12:16 pm

Strange it didn't happened to me

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Paula Ramos
 
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Post » Fri Dec 11, 2015 1:57 am

Nor me.

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lilmissparty
 
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Post » Thu Dec 10, 2015 10:16 pm

Mods maybe?
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Emily Martell
 
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Post » Fri Dec 11, 2015 1:01 am

Um ... do you have mods? I assume you'll just have to re-install the mods.

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Chica Cheve
 
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Post » Fri Dec 11, 2015 9:14 am

Never heard of a patch removing content to the point where it warns you when you load a save, so I'm just gonna assume mods.

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Queen of Spades
 
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Post » Thu Dec 10, 2015 8:28 pm

Update comes from the Steam Client.
It means a stable patch for Fallout 4 has appeared.

The launcher is switching my mods off every time it is loaded now.
Not a good move imho.
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Jesus Duran
 
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Post » Thu Dec 10, 2015 8:40 pm

Apparently the patch makes the game launcher disable mods when starting the game. That's why you are getting that message.

What I want to know is, did they forget to turn mod capability back on after they were done testing the patch or was this released with the live patch intentionally? And when its going to be fixed?

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Kevin S
 
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Post » Thu Dec 10, 2015 9:57 pm

Check here:

http://www.gamesas.com/topic/1544136-fallout-4-updates/

Not much info given though.

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Dalia
 
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Post » Fri Dec 11, 2015 9:30 am

The beta patch nukes any mods you might have (stops them working). I think there's a mod to fix that...

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Jade MacSpade
 
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Post » Fri Dec 11, 2015 11:15 am

U don't need a mod to fix that, all u have to do is locating ur plugins.txt file in appdata and set it to read-only, so it can't be overwritten by the game.

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Steven Hardman
 
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Post » Fri Dec 11, 2015 12:56 am

Only bypass which works is to have NMM running with Fallout 4 Selected and retick each mod in it AFTER you have started the launcher.
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HARDHEAD
 
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Post » Fri Dec 11, 2015 3:17 am

Can someone please confirm if they did or did not remove the exploit that allows PS4 owners to have unlimited resources to build in settlements?

We have no way to roll back updates (as far as I know) and I would like to know if I'm going to lose this capability before I allow this update to be installed.

IOW, I don't want the new patch if I can't use the exploit anymore.

Thanks everyone.

Shane

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Petr Jordy Zugar
 
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Post » Fri Dec 11, 2015 9:35 am

Same happened to me seems the patch is no longer beta and bethesda in its infinite wisdom has disabled mods and even if you write protect plugin.txt it will need redoing after each run. Nice going Bethesda.

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Robert
 
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Post » Thu Dec 10, 2015 8:32 pm

No problem here.

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Vivien
 
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Post » Fri Dec 11, 2015 2:59 am

You have to do more than that as you'll find soon, and the mod (a launcher really) does all that for you, but if you prefer doing it all manually each time you run the game...

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Nicholas C
 
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Post » Thu Dec 10, 2015 11:38 pm

meh my mods are still working fine with the updates didnt even have to turn them back on.

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Charlotte X
 
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Post » Thu Dec 10, 2015 8:11 pm

Only .esp mods files will be turned off, others will keep working.

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RObert loVes MOmmy
 
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Post » Fri Dec 11, 2015 1:23 am

This is the patch for PC, right? It's not coming to console just yet I heard, is that the case?

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Alan Whiston
 
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Post » Fri Dec 11, 2015 3:38 am

No. It does more than that. It seems that Beth has it setup to delete the plugin.txt with every Steam update to the game. More specifically, it deletes the plugin.txt file in the hidden AppData folder. But thankfully, the update didn't touch the DLCList.txt, or any of the modded content in the game's Data folder. So the save games are good to go, as long as the game is aware of the mod load order in the plugin.txt.

I backed up both plugin.txt/DLCList.txt files in addition to my save games and Data folder mod content as well. So I only needed to copy back the modded version of the plugin.txt file.

So it seems people are going to have to back up their plugin.txt file until CK/GECK is released next year.

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Kit Marsden
 
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Post » Thu Dec 10, 2015 10:17 pm

No, this is going to the consoles as well.

See my link in an above post.

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Toby Green
 
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Post » Fri Dec 11, 2015 11:42 am

Strange I did not see a post about it here.

Steam told me there was a new update for FO4. Made the mistake to download it. Afterwarsd my mods didn't work any longer. Posted about it in a post for a mod. 999-jay-999 9 replied with a post by UltimateZero (Nexus users)

UltimateZero:

!!!!! WARNING !!!!!

The Fallout 4 v1.2 patch that was released today, December 7th 2015, force disables all mods! There are TWO workarounds for this!

The First:
QUOTE
1) Open Nexus Mod Manager (you will need this!
2) launch your game, wait in the launcher before starting the game.
3) Renable the mods using Nexus Mod Manager (you will notice launching disables them)
4) Hit play.
(Thanks to Gameaholic, who posted this fix in the thread here.)

The Second:
F4SE beta 1.2.37 can bypass the Fallout 4 launcher entirely, which is what's disabling the mods.
If you use Nexus Mod Manager:

QUOTE
"Copy all files into ur FO4 (steam-steam app-common-Fallout 4) now open NMM and go to Settings-Fallout 4 under Custom Launcher thers a field called Command, type in f4se_loader and save. Now enable all ESP′ S as the update disables them, go to Top left Corner on the NMM and change the Launch Fallout 4 to Launch Custom Launcher, should work."

(Thanks to DimosZargarda, who posted this fix in the BUSTY thread.)

----------End of post ---------------------------------------------------------------

Update: As I don't used the Beta of the patch I used method 1 AND it works like a charm!!

Note to self: Don't directly install official patches till you've read they are mod safe ;-)

Bethesda: NOT nice!!

Update: Another solution was mentioned by Buckbean (Nexus):

Additionally, you could use Bilago's tool, which also allows you to bypass the FO4 launcher and use his tool instead: http://www.nexusmods.com/fallout4/mods/102/?

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chloe hampson
 
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Post » Fri Dec 11, 2015 7:04 am

I'm pretty sure patches always require a reinstall of mods
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Cayal
 
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Post » Fri Dec 11, 2015 4:06 am

Why would i do it each time? I set the file read only once and that was it. lol.

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Symone Velez
 
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Post » Thu Dec 10, 2015 9:16 pm

This isn't a case of having to re-install mods, the launcher is disabling them.

Also, What. The. [censored]. Bethesda do you not understand how important mods are to your games, this is beyond stupid.

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Jade MacSpade
 
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