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Post by mikeweeks2346 on Apr 28, 2016 22:56:55 GMT
After less than a week as a beta, the patch (which of course includes the new Survivor mode) went live today (4/28), and there appears to be multiple problems.
I removed all six of my rather simple mods, started a new character, and after the first autosave in the bathroom, exited the game. Well, upon attempting to re-load at that point, I have a frozen screen with only the menu function available - i.e., exit or load a game. No control of the character whatsoever.
So that's not a good beginning, even in vanilla.
More seriously, my previous character builds, upon attempting to load from a save, I receive a popup informing me that my plug-ins won't function, do I wish to continue? And this popup will show whether I've removed the mods, or not. Strange that with mods removed, the game lists those mods, so I assume somewhere in the filing system, the game took note of those files.
So I'm wondering if anyone else has had issues with patch 1.5. Will have to bone up more on what exactly might have been changed regarding mod support with 1.5. I know on Steam there's a ton-load of comments regarding the issue of CTDs and blank screens, etc, etc.
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Post by jimbo63 on Apr 29, 2016 0:42:24 GMT
After the update when I started the game it stated that items were missing and did I want to continue (or something like that I cannot remember the exact wording). I exited the game and when I opened Nexus mod manager my 2 mods that I am using were not ticked for loading, as though the update had uninstalled them, so I ticked them and started game via Nexus and it is working OK.
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Post by mikeweeks2346 on Apr 29, 2016 4:54:52 GMT
After finding some Steam discussion points; got the mods to work. I never installed Nexus mod manager. My mods haven't changed since basically launch, with a few tweaks with the full dialogue mod when patch 1.4 was released.
Apparently now, with official support for mods, the mods option in the main menu was the key. Returned the .esp files to the Data folder, removed them from the plugins file, and as Jimbo stated, ticked them off to be loaded.
It appears my prior character builds are good, and all I'll need do, is switch them to very hard if I wish to continue without adding the additional features.
Now, with no console command, have got to find somewhere a mod that will re-set the timescale, and it would also be nice to get a better FOV, but the timescale situation is the priority.
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Post by bontainer on Apr 29, 2016 7:29:33 GMT
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Post by mikeweeks2346 on Apr 29, 2016 8:58:01 GMT
Since I don't a lot of this "unique" stuff to games ... by a "hotfix", does that mean a d/l in which I basically won't be aware it took place? AFAIK, there's not been another d/l on Steam to my PC since the first time I fired up Steam on the 28th. Have just now been looking at .../11834/? - that should do nicely. However, it's as confusing as heck in regards to "... make sure you enable SMC.esp in game ..." www.nexusmods.com/fallout4/mods/12047/?I really have no idea what this "mod" does, and why it would be needed. So more digging on my part. Have also seen /11543/ and just now /12262/ and will be adding them. Can't believe Beth didn't respond to the over-whelming input regarding the saving options they decided on. Thanks, Peter for the info.
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Post by bontainer on Apr 29, 2016 10:36:18 GMT
Well, I guess Beth thought "Why do things at all, when the modders will have done it before we even started to think about doing it...."
The problem for them is the fact that they also serve the XBOX and PS4 communities. So they really have to think about such stuff alot before implementing it. Problem is, that most of the people taking part in the survival beta are PC gamers, who are used to do by themselves what Beth does not.
The introduction of mods for X and PS is something new. It is the first Beth game that carries this feature. Thats why you have a special mod topic in the game menu now. Its meant for console gamers since most PC users use NMM or other managers.
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Post by mikeweeks2346 on Apr 30, 2016 1:07:19 GMT
Solid points regarding why the main menu Mods feature has been added. Makes sense. I'm still dickin' around with my handful of plug-in mods, in an attempt to have the game simply fire up with them manually installed in the proper FO4 folders. Surprised to note that some are "enabled" within plugins.txt (i.e., have the "*" in front), but others are not listed, and must be enabled manually via the main menu Mods option (repeatedly) - they're listed (they already exist in the Data folder). A new, simple, Survivor mode quicksave has just been uploaded by Gopher: www.nexusmods.com/fallout4/mods/12593/?You've just got to luv his comments in the description video ...
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Post by flanker1six on May 1, 2016 0:25:30 GMT
You guys are lucky....................all my game does is CTD. I DLed the CK from Bethesda.net the other day; started the CK up and it ran OK--then closed it with out using it. When I started FO 4 tonight it auto updated (via Steam) to v 1.5.157.0.0. The game starts OK, goes to the main menu; it starts to load my last save (haven't played in months--was waiting for the CK to be released) "almost" gets finished loading then CTDs. Does this for the vanilla game and with mods enabled. WTF?? Am validating local game files via Steam as I write. All my mods are from the Nexus/FO 4 site; I installed all of them manually into a data folder I created in the main FO 4 directory. Does anyone recall what the correct file path is for the plugins.txt? I don't remember the file path and the plugins.txt is in a hidden folder on my SSD. It was something like C:/Users/Admin/local/somethingorother??? TY! Is that where it's still supposed to be? UPDATE: Got it fixed! Curtesy of a tip on the Steam FO 4 forum. Ceanos HUD mod and one I was using for the PIPBoy had six files in an interface folder in the data folder that were conflicting with the vanilla interface files in some hidden location inside my game. I deleted the 6 files and disabled Ceanos mod...............everything else is running fine. PS: Still need to know the correct file path for the plugins.txt because I need to add the Modern Firearms mod and Bons MFD mod to it. TY! *^*$&%# Bethesda! UPDATE 2: Got it (plugins.txt file path). Appaently the v 1.5.157 update automatically adds new mods to the list when i enable them as the Modern Firearms and MFD mods were already listed. You're still a &*(%#^* though, Bethesda!
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Post by mikeweeks2346 on May 1, 2016 2:14:26 GMT
The only reason I didn't have CTD issues was that my only Interface mod was the full dialogue, and it was patched to run with 1.5 in English only for now.
Glad you located the plugins.txt location -- been working with my in an attempt to see if it was at all possible to get a smooth game start without having to use NMM.
So far, no luck. I apparently must re-enable my esp mods each and early time I fire up the game from within Steam.
Yeah, this has been just loads of fun .....
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Post by flanker1six on May 1, 2016 17:20:57 GMT
The only reason I didn't have CTD issues was that my only Interface mod was the full dialogue, and it was patched to run with 1.5 in English only for now. Glad you located the plugins.txt location -- been working with my in an attempt to see if it was at all possible to get a smooth game start without having to use NMM. So far, no luck. I apparently must re-enable my esp mods each and early time I fire up the game from within Steam. Yeah, this has been just loads of fun ..... Damn! That sucks! Hope you get it fixed soon!
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Post by jimbo63 on May 1, 2016 18:22:09 GMT
Where do my empty water bottles go? Once I have drunk them they disappear - I would surely just refill them at the next opportunity.
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Post by mikeweeks2346 on May 1, 2016 18:24:09 GMT
Where do my empty water bottles go? Once I have drunk them they disappear - I would surely just refill them at the next opportunity. Unfortunately they are "consumed" when you use them - go figure ...
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Post by jimbo63 on May 1, 2016 18:29:40 GMT
Yes - not very realistic. Is it the same if you drink a Nuka Cola? Does that bottle also miraculously disappear?
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Post by mikeweeks2346 on May 1, 2016 18:36:35 GMT
Simply to closes out my O/P - apparently my problem is that one, and only one, .esp mod file has a problem with FO4 1.5 relating to it not being "recognized" - it works, and can be manually enabled, but it comes down to it not getting installed into plugins.txt - and thus when you fire up the game, it's there under the Data folder, but not in plugins. FO4 has placed it into DLClist.txt after I enable it, but plugins does not get updated. So have to repeat enabling each time I initially start FO4. Not a biggie now that I've got a feel for what's taking place.
Whether this would be an issue if I started using NMM, can't say.
It's an older, simple, back in November mod, and while the author is still active on nexus, and there are some comments regarding it "not working", hasn't done anything about it, at least yet.
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Post by mikeweeks2346 on May 1, 2016 18:43:58 GMT
Yes - not very realistic. Is it the same if you drink a Nuka Cola? Does that bottle also miraculously disappear? Haven't tied any cola's yet - but assume so. When you drink a beer, it also gets consumed. At least with a beer, you got to keep the bottlecap. So perghaps the came with the cola's ...
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