Fallout 4
Bethesda Breaks Mods - Intentional?
Patch 1.2 has caused all the active mods created thus far to become broken, as patches tend to do on modded games. But unlike in those other games where we have to wait for an update to the mod to compensate for what was changed in the patch - this time, it has effected mods which should technically be 'Patch-Proof'.

Come to find out, 1.2 made an undocumented change to the Fallout Launcher - causing it to 'Reset' the Plugin.txt and Loadorder.txt files which are used to enable mods. This has effectively disabled any mods from running.

Now - we've already discovered fixes for this - ranging from Changing those .txt files to 'Read Only' preventing the launcher from modifying them to bypassing the launcher altogether and using a different program which launches the game. One question has largely been avoided.

Was this Intentional?

With plans in the chute to utilize Bethesda.net as a sort of official Mod Hub in the future, could this be the first wave of an attack on the Nexus in an attempt to dislodge it as the premire place to go for Mods? It seems some what weird - Bethesda, the super mod friendly Dev - to actively undermine the mod community, what with that Paid-Mod scandle back in Skyrim.

What do you guys think?
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Visualizzazione di 31-45 commenti su 60
Aliens exist! the moon landing was fake! the government is using mind control! Paranoia does no one any good, it was probably just an unintentional stuff up considering the Beta, which is basically what this patch is, also disabled mods. Or because these mods aren't officially supported yet, which means of course there's going to be issues.

TL:DR. Stop being Paranoid.
Ultima modifica da Chop; 8 dic 2015, ore 18:10
I don't see how this was a surprise. Why do you think people lock their ini files? The only reason I already had my mod files locked was because the launcher reset them on me prior to this update. People just didn't understand how their mods worked and when the magic stoped working they couldn't understand why. Back before NMM you actually had to know what you were doing to mod PC games.
Messaggio originale di jp_snow:
Have you ever modded any game? Patches almost always break mods. It's no conspiracy. Every game is like this, wow, witcher, skyrim ect.... Only mods that never break are post effects like sweetfx... Wait till mods or updated or don't use them if you don't know what your doing

Have you ever modded any game?

The mods are not broken - no reference data was altered and not enough of the core game data was modified in the patch to cause rampent failure of mods to work.

The mods are Disabled via a setting change in the Launcher.


What's more - If you make a Mods RIGHT NOW, which utilizes 1.2 Patch data - which in normal circimstances it should work, as the primary reason patches screw with mods is because the Reference Data that the mod works off of was altered which confuses the Mod... But with a mod built in patch 1.2 - the reference data is Correct...

That mod is also disabled despite working off of 1.2 patch reference data.

Again - Because the mod is DISABLED.
my nude mod is still enabled...
My mods are all enabled sooooooooo...
Messaggio originale di Pyro Paul:
Messaggio originale di Noble Tenshi:
Stop being paranoid.

It is not exactly paranoia when an unlisted change blanket disables mods via the launcher.
Mods were disabled at launch . . .
Messaggio originale di Emperor Zombie:
I don't see how this was a surprise. Why do you think people lock their ini files? The only reason I already had my mod files locked was because the launcher reset them on me prior to this update. People just didn't understand how their mods worked and when the magic stoped working they couldn't understand why. Back before NMM you actually had to know what you were doing to mod PC games.

And back before Fallout 4, a games launcher didn't have a blanket setting which would reset load files effectively disabling mods. It's like having a 'Shock Self' setting introduced on a tazer and no one questioning it.
Messaggio originale di Pyro Paul:
It's like having a 'Shock Self' setting introduced on a tazer and no one questioning it.

Garbage example. People love tasering themselves. Go on youtube sometime.
Messaggio originale di paugus:
Messaggio originale di Pyro Paul:
It's like having a 'Shock Self' setting introduced on a tazer and no one questioning it.

Garbage example. People love tasering themselves. Go on youtube sometime.
yea. I got tased for a t-shirt
Would be nice if people would admit they don't know how to do something instead of trying to turn it into some crusade.
Yeah my mods broke but it took what, 4 seconds to get them working again?

If it was intentional they would have done a lot more than what they did.
Messaggio originale di Philip:
Yeah my mods broke but it took what, 4 seconds to get them working again?

If it was intentional they would have done a lot more than what they did.
IE, actual Game Engine checks for mods being enabled.
Messaggio originale di insano:
Would be nice if people would admit they don't know how to do something instead of trying to turn it into some crusade.

Meh, the entire point is to enter a discussion of why the launcher has the option to Disable Mods in the first place, as that is the only reason "mods got broken" this patch. It's like installing a 'Self Destruct' button on a car. It serves no practical purpouse except to punish the end-user.

However, i didn't expect So many people to not understand how mods work and simply default to the 'Patches Break mods' despite this being a case of a patch Not breaking the mod.
Ultima modifica da PyroPaul; 8 dic 2015, ore 18:36
As much as I talk **** about all the laughable even for an open world game bugs.

Even games where most of their sales pitch is easy modding, constantly break mods.
Messaggio originale di I'm Helping!:
Even games where most of their sales pitch is easy modding, constantly break mods.

difference is - the launcher disabled mods, not break them.
Why does the launcher even have this function?
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Data di pubblicazione: 8 dic 2015, ore 17:19
Messaggi: 60