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Some players have unpacked BSA archives to game folders manually, or with mod manager allowing them to do so, due to misunderstanding how file system works.
File should install correctly with NMM. Did you run LOOT through NMM? In that case you might have to restart NMM for load order to sort out correctly. That is an issue with NMM, which is unlikely to get addressed, while we are waiting for Vortex to get it's first alpha release soon.
I installed the patch through NMM, then closed NMM and then opened LOOT and looked and it showed the load order and it looked correct.
how do I "run LOOT through NMM"?
or was there something else I was supposed to do after I ran LOOT? was that just a preview of what it was supposed to look like and I had to hit a button to make it do it?
I dunno, all I know is when I activated the patch, my game stopped working and when I deactivated it, my game worked again.
I presume that you have all DLCs? I can't see your game list from private profile.
I did read that part that the patch requires you to have all the DLC, which is why I'm only just attempting to install it now.
another is the vault tec rep ghoul, he correctly works at the general store but I always have to listen to my character say "now that you are back the settlement would you like a job" and then he starts talking about the steak knives and only after it all plays out, then I can trade.
and then ther's the patching issues in hangman's alley, suck a broken settlement that section is practically unusable.
aside from these issues, I don't see any other problems.
except I'm afraid to use any "freezing *" weapons because I read that they break your game irrevocabl, so I dunno if the patch fixes that or not.
in the "posts" section on the nexus, I see 3800+ comments and theres no way I'm gonna read through almost 4000 comments but I did see a few people claiming that the patch is causing their games to crash in Far Harbor, so now I'm not even sure if I "should" install this patch, especially with the warnings and such "install at your own risk, this might break your game"
I only have 6 other mods installed and they are just clothing and music mods and I have those loaded after the patch just like the instructions said it said have the main game, then the DLC then the patch then all the rest of your mods
I use the in-game mod manager... Just search it up and done!
However, BGS did a lot better job with Fallout 4 than they did with Skyrim. It seems to have a lot less critical bugs and save bloat issues than Skyrim had.
https://afkmods.iguanadons.net/Unofficial%20Fallout%204%20Patch%20Version%20History.html
Edit: And about annoyances: body cleanup scripts and a bunch of settler pathfinding issues have been fixed. Not really critical to game, but very beneficial for player sanity.
are you talking about the thing that requires you to register with bethesda's website?
I was using nexus mods. ..
I decided to try and install this mod again.
as I said earlier, I activated it through NMM and my game froze on startup
then I deactivated it and it worked again.
I triedactivating the mod again and this time, the game launches and sems to work but I'm concerned about something.
When I went back in and reactivated it and then I followed the advice here and launched LOOT through that button in NMM and then in LOOT it said under "general information" that I had not "sorted the load order this session"
I found another button that said "sort plugins" and I pressed it and said "sorting plugins" and then under each of the DLC's a message appeared and it says "FO4edit found xx(a number) ITM records xx(number) deleted references and xx(number) deleted navmeshes. a cleaning guide is available here"
and then it links me to a website for the TES5 edit cleaning guide and there's all this technical stuff
example
the load order says
DLCRobot.esm
*(bullet point) FO4Edit found 45 ITM records, 38 deleted references and 1 deleted navmesh. a cleaning guide is available here (links to creationkit.com TES5 cleaning guide)
DLCworkshop01.esm
* FOdEdit found 6 ITM records. a cleaning guide is available here
DLCCoast.esm
FO4edit found 75 ITM records 86 deleted references. a cleaning guide is available here
DLCworkshop02.esm
FO4Edit found 2 ITM records. a cleaning guide is available here
DLCworkshop03.esm
FO4Edit found 18 ITM records, 10 deleted references. a cleaning guide is available here
DLCNukaWorld.esm
FO4Edit found 192 ITM records, 418 deleted references and 7 deleted navmeshes. a cleaning guide is available here
is this something I need to be concerned about?!
the game launches now but I was reading through the comments on the nexus and the guy has a sticky post says
"do not deactivate the mod for any reason as it will FUBAR your game and you forfeit any support"
so is it now too late? is this unfixable?
am I gonna have to uninstall the entire game and start over from scratch?
I'm playing through the Automatron storyline and haven't seemed to run into any problems yet and I'm almost at the end. . .
ITMs are not an big issue. They are mostly slight annoyances and rarely cause a notable problem. Clearing them might help the performance slightly, because game does not need to process them.
UDRs are the ones that are causing issues. They are stuff, where someone removed a data from the game, but did not remove record references to them. If mod uses UDR records, then it can not find the missing record from the reference and might crash the game to desktop.
Avrie wrote a guide about cleaning masters. We have been doing this for Skyrim and Skyrmi SE as well. FO4 has a ton of ITMs, but luckily not that much UDRs. Cleaning the files is not 100% required. However, it may save you from needless performance issues in vanilla game and some CTDs in a modded game.
https://steamcommunity.com/sharedfiles/filedetails/?id=943456144
The note about removing UFO4P from ongoing game is NOT related to UFO4P itself. It affects each and every mod that has custom scripts, edits Workshop categories or is not subject to vanilla respawn system.
You can not remove any mods with custom scripts from ongoing game, because game bakes script data to save files. Uninstalling such mod does not remove the baked script data, even if all world entries would be cleared from them. This is a known issue with Bethesda games.
Unclean masters and script baking are things that have always weirded me out in Bethesda games, when they especially advertise their games as moddable, but still do not fix this stuff.
UFO4P can not retroactively update scripts that were already ran, but it can retroactively update it's own script data. It is possible that any errors in Papyrus will go away and your game remains intact.
If you are not seeing actual problems, then don't worry about that too much.
is it a good sign if I haven't been to Far Harbor or nuka world yet? is it a good chance that no "scripts" have been run yet?
Papyrus is the scripting language and system of Bethesda games. It runs at the background, all the time. It also records script events from the game.
The issue is that failed or broken scripts may start to spam Papyrus. It requires time to process script events. If Papyrus is getting spammed, then it can not find processing time for other scripts in line. This will cause those to fail, which will eventually mess up the game.
There is no need to be worried about adding mods with scripts to game. It is worth to worry about their quality. Unofficial Patch Team has been doing ths for years, so their script quality is good.
Most FO4 mod authors are able to do good quality scripts, because most of them have been working with mods for a long time as well. We had issues with bad scripts with Skyrim, but FO4 modding has been more "professional" than modding Skyrim was. That has a lot to do with the fact that old guns from Skyrim and Fallout NV jumped in to creating mods FO4. They gave proper examples for new mod authors.
I suppose, if I haven't had any crashes yet . ..
what worries me is the mod author saying "do not deactivate the mod for any reason as it will FUBAR your game"
does that mean that even reactivating the mod, it's too late? the act of deactivating it that one time already ruined it and not even reactivating it will fix it?