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TL:DR. Stop being Paranoid.
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.
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.
Garbage example. People love tasering themselves. Go on youtube sometime.
If it was intentional they would have done a lot more than what they did.
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.
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?