**** Official Fallout 4 MODS Thread ****

That's a long way around when all you need to do is set your plugins file to read only.

Yep, this patch nuked all my plugins :rolleyes:

Before

Fallout4.esm

After - Reinstall Mods

Fallout4.esm
EasyHacking.esp
CraftableAmmo.esp
CraftableAmmo_plus.esp
BetterGenerators.esp
TrueStormsFO4.esp
LongerPowerLines3x.esp
Arbitration - Stealth Overhaul.esp
Arbitration.esp
RealisticLights.esp
Weaponry Overhaul.esp
Chem_redux.esp

So I'll add this warning to the op
 
Last edited:
I'm torn between whether they forgot to re-enable the mod option (it was disabled in the beta update) for the proper roll out or they're just being ****s. Honestly given the patch seems to break practically nothing in the ESM and pretty much every mod works once you get around it I'm leaning towards them just being numpties and forgetting to turn the option back on.
 
Yep, well done Beth - from the nexus forums (I tried to correct the grammar and make it more helpful):

"Temporary fix, until NMM gets updated, shouldn't take long.

Go to http://f4se.silverlock.org/ and download the Fallout 4 beta 1.2.37 file.

Copy all files into your Fallout 4 install folder(steam-steamapps-common-Fallout 4)

Now open NMM and go to Settings-Fallout 4 under Custom Launcher theres a field called Command, type in f4se_loader and save.

Now enable all ESP files under NMM plugins tab as the update disables them,

Next go to Top left Corner on the NMM and change the Launch Fallout 4 to Launch Custom Launcher"

That's a long way around when all you need to do is set your plugins file to read only.

Yep, this patch nuked all my plugins :rolleyes:

Before
Fallout4.esm


After - Reinstall Mods
Fallout4.esm
EasyHacking.esp
CraftableAmmo.esp
CraftableAmmo_plus.esp
BetterGenerators.esp
TrueStormsFO4.esp
LongerPowerLines3x.esp
Arbitration - Stealth Overhaul.esp
Arbitration.esp
RealisticLights.esp
Weaponry Overhaul.esp
Chem_redux.esp


So I'll add this warning to the op

The problem with setting the Plugin file to read only is that each time you do change, adding or removing a mod, you have to edit your Plugin file. If doing it the way I (posted in Main Fallout 4 thread) or Maverick2332 posted here, then you can just add and remove mods as and when you want to. That's is if you going to continue trying out more mods before this been sorted of course. :p
 
The problem with setting the Plugin file to read only is that each time you do change, adding or removing a mod, you have to edit your Plugin file. If doing it the way I (posted in Main Fallout 4 thread) or Maverick2332 posted here, then you can just add and remove mods as and when you want to. That's is if you going to continue trying out more mods before this been sorted of course. :p

Yes well, we are still hoping for that nmm update :(
 
So just to clarify, if my ini files and plugins.txt files are ready only (which they have been since day one), the patch should hopefully not break my saves? Or am I best to stop it from installing patches?
 
Good news, having to play last night with junk weight on again, I was quickly reminded why I installed the mod in the first place.

Yeah I'm tempted to give it a go, but I don't want to feel like I'm cheating too much in my first run through. I do have easy hack mod, but it's because I hate the pointless mini games. I have the right perk so I don't want to sit there all day randomly pressing words until I get the right one.

Got two more mods I want to install tonight:

Sort of cheat ish, but the author is correct; it does not make sense having to choose between paint or material. Why not both?

Power Armor Materials AND Paints - Apply paint and material mods to Power Armour.


4619-2-1449321885.jpg


Snap and Build - Greenhouse - Craft able greenhouses.



4453-2-1449325645.jpg
 
Last edited:
So just to clarify, if my ini files and plugins.txt files are ready only (which they have been since day one), the patch should hopefully not break my saves? Or am I best to stop it from installing patches?

Yep, I have just kept them as read only. Patched and ran the game, all my mods/settings were fine.
 
For those of you that don't like scrapping your Pre War Money here is a mod for you, and me as well, since I want to have them as a extra cash reserve ! :D

Pre-War money is not Scrap by poppeboy
http://www.nexusmods.com/fallout4/mods/5104/?

Somehow he managed to move it from the Junk Category to the Misc Category as well, if anyone could explain how he did that it would be awesome ! I been fooling around a bit with FO4Edit but can't figure out how he did it. I see how he removed it from being used in the Junk Jet and not having it break down into Cloth, just can't figure out the Category Move part, yet anyway. :)

Also saw this one just now at Nexus, thought I post it for you Power Armour enthusiasts, you might find it a good mod. :)

Craft The Other Power Armor Station by ZephyrWarrior
http://www.nexusmods.com/fallout4/mods/5116/?

Edit: Ops, after reading the Comments on the "Pre-War Money is not Scrap" page seem there already another mod out that do the same thing and a few more items changed. Posting that one as well incase anyone more interested of that one, seems to be a problem with the Gold Bar's though, if reading the Bug's reported entries.

Hey Thats Not Junk by burtron
http://www.nexusmods.com/fallout4/mods/3149/?
 
Last edited:
Latest NMM didn't fix the mods vanishing from the plugins.txt! So when I loaded the game it complained about missing content. So if you've got NMM check if the mods are unticked, tick them and launch the game through the Fallout4.exe or NMM NOT the launcher
 
Latest NMM didn't fix the mods vanishing from the plugins.txt! So when I loaded the game it complained about missing content. So if you've got NMM check if the mods are unticked, tick them and launch the game through the Fallout4.exe or NMM NOT the launcher

Hmm not sure if I get you right but after I updated NMM to version 0.61.3 then I just launched the game by clicking on the Launch Fallout4 button in NMM and it worked fine with the mods. I not played anything today but done loads of start ups since messing around in FO4Edit and the mods stayed connected every time I started it.
 
Latest NMM didn't fix the mods vanishing from the plugins.txt! So when I loaded the game it complained about missing content. So if you've got NMM check if the mods are unticked, tick them and launch the game through the Fallout4.exe or NMM NOT the launcher

Did you ever make your plugins.txt read only?

If so undo that as NMM can't edit it otherwise.
 
Did you ever make your plugins.txt read only?

If so undo that as NMM can't edit it otherwise.

Originally it was but I followed my own instructions so :p But the problem was because the launcher was on my desktop and that's what was causing the problems with vanishing plugins. Used the main loader Fallout4.exe, no issues since :cool:
 
Back
Top Bottom