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If it only had a manual option when you downloaded it, you need to follow the instructions in the readme on how to manually install.
Technically, you can point Nexus Mod Manager to the zip of the manual install mod and install it with the manager that way, but if it's a manual install mod, I'm not sure how reliable nexus manager would be at installing said mod properly.
Yes, you can tweak it and prioritize load order, you can uninstall mods at any tme. Then launch the game via the mod manager.
There are some mods that only offer a manual install, though
As far as the in-game mod manager is concerned, you can enable and disable the mods as well as change the load order. But, that is about it for external mods. If it's a mod from the bethesda mod page, then you can also delete the mods.
If you use the Nexus mod site, and use NMM, then pretty much everything is plug and play (read the description beforehand for other instructions!!!). Also, if the mod requires other mods, you need to dowload them as well.
To answer your question: If you have FO4's ini file set up to accept mods, and the mod you are trying to get working is installed in the correct folder, it will show up in the in-game mod manager. I don't know how well it will work with just that, but, I've not heard of anyone doing this without an external/3rd party mod manager either. So, yes. If it's installed correctly, it will show up in the in-game mod manager. And you can change it's load order to get it to work, if you have issues with your load order.
And if you are completely new to mods. . . .welcome to the other side! If you have any other questions, ask away, and expect a little salt from time to time. But usually, people will at least try to help you resolve your issues!
Also make sure you check the requirements drop down for project Valk. You will need outcasts and renemants and I think the Valkyrie face textures. The textures are optional but recommended.
my question is this
Some if not most mods require other mods as a requirement least they say the do, now say we download required mods for said mod, but the other mods that one mod requires also requires other mods to be installed
so my question is are we going to end up downloading mod after mod after mod just to get one mod working like a chain reaction thing orrrrrrr ?
how ever I can confirm and will say Nexus Mod manager does a fairly decent job of letting you know if all the requirnments are met for what ever mod your using, so say with a mod like darker nights which has options for fog out and true storms and vivid weathers now if i activate those with in the darkernights mods initial set up, then they become required for darker nights to function but the reverse is also true if i do not activate them during darker nights set up they then are no longer needed as a requirnment
i also have other mods i have been playing around with (took me bout two days to finally get my load order working correctly), where eventhough in the mods description on the nexus say they need such and such mods as requriments for it to work correctly, I have found this to not be overly true with most of what I am running, makes me think the mods creators just say they need such and such mod because thats what they are using or are other mods they created and are trying to gain the traffic and endorsements.......
so with nexus mod manager if you are missing a required mod, then in the actiavted list said mod again like darker storms with show up red and if you hover over it or click on it, in the right hand side it will tell you which esms are missing
where as if all the requirnments are met then the text of the mod is in black
again im still playing around with things and have not indepth looked at each and every mod i have nor have i made it far enough in the game to say weather myinformation here is correct
Welcome to modding! It can seem like a never ending daisy-chain of required mods. That's just something you have to work around. Take a look at "horizon". It changes the game so much that the original mod authors that support it, have had to make patches for their mods, just to run in that world. And some mods, cam ONLY be run through Horizon.
The good thing is that you can merge your mods. I'm in the process of merging all of my armors and clothing mods into a few mods. I merged 90% of my wepaon mods (about 30) into two mods of 13-ish each. This is how you get around the 255 plugin limit. But, you still run the risk of running more scripts and plugins than the game can handle. That's why the program is capped at 255. It not that it can't handle more. It's that it can make the program buggy and do things that it isn't intended to do.
To answer your question, yes and no. It depends on what mods you want. If you really want the mod that requires additional mods, then you will probably be downloading a bunch of mods that you don't want or need, other than just to get that ONE mod to work properly. That's just how it goes. But, it's not all a bad thing. Often times, the required mod is a framework that rewrites the game so that multiple other mods can use it or it fixes issues that shouldn't be there with the vanilla game.
how ever from what I have read the support it has for FO4 is not as good as other games it supported in the past, as its limited on its capabilities and functionalities with the way mods are coded for fallout 4 vrs its predisessors as well as the elderscrolls up to and including skyrim, how ever it will detect conflicts though not as indepth......
my other issue is where in my load order shoud i put things physics, and or movement related, ie girly walk animation, or real death physix, I have found little to nothing on that, and what i have found has been very vaugue?
also i did finally get a working load order after about two to three days plus of trying, but again i just restarted my game and have not delved yet into settlements and or managements of them as well as building upon them....... i think imma wait till after i get the meuseum behind me and become the general of the minutement, I have a feeling allot more settlement related stuff opens up and its less of a risk that id run into the unable to trun in settlemtn needs my help quests that are the beginnings for settlements like pines, or the farm to join minutement (that recently happened to me) and by recent i mean everything was running smoothly how ever i hadnt ran through corvega but did get the locket for the farm and i was more focused on building than questing and finally after bout two weeks of just building idk if it was me being two high a lvl (which i think its dumb to gain experience points for building) or if its because too much time has lapsed between getting the quest and me completeing it, but when i turned it in to pines the quest acted like it compelted but that was it coulnt access the workbench, nor could i talk to the minutmen guy at sanctuary....... im hoping a fresh start will fix this
wish me luck
so my problem with that is I have yet to download anything as far as over powered weapons or armor and kinda wanna keep it like that
i dont mind new skins and stuff but as long as the stats are vinilla friendlyish, (only reason i have yet to download a raider snipers mod which adds snipers to the game in random places from all factions) is because of one part of the mod that adds some loot idk if its overpowered or not
I do download stuff like true storms, pwer armor skins, vivid fallout, and other atmosperic lighting mods, I thik the only thing i hve that is concidered a god item is a mod whre my fusion cores wont drain, and thats primaraly in case some AHOLE settler or companion decides to jump in my armor and walk around like they own it (usually constitutes a dual)