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They broke nexusmods community to stablish their OWN ''official'' community... poor modders/fans.
The only good point about it, is the fact that they organised the categories better.
But the amount of mods are very limited and I hope the modders migrate to it somehow
I can get a few mods to work from Nexus/Vortex but not a single mod enabled from the in-game mod manager will let me start the game. Not really sure what to do, I guess we have to wait for Avalanche to fix the in-game mods so we can use them again, and hope more modders port their mods to the in-game editor from Nexus/CurseForge.
Don't just agree with their BS. Play how you want to.
That's what I did. Zero issues.
I found the fix on a r*ddit thread first, then the guy who discovered it made the nexusmods guide linked above.
i.e. mod downloads from
C:\Users\Username\Documents\Hogwarts Legacy\Mods\87986
noticed the mod path in the engine.ini file located in
C:\Users\Username\AppData\Local\Hogwarts Legacy\Saved\Config
now makes the official mod manager path in the engine.ini point to these places:
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/Media/BinkMedia/Content
Where GAMEDIR is the original path. aka the pre official patch that I used to install Nexusmods in.
So because of this path in engine.ini, basically EVERYTHING has gone to sh9te when trying to load a new game with mods. I'm completely unable to launch a brand new game with the simplest texture mods like a single piece of clothing (forget the scripting mods). The game instantly crashes. If I disable all mods, this new mod system DOES NOT DELETE the corresponding mods I added in gaame. You manually need to delete and remove the "disabled" mods from the AppData folder location. THEN the unmodded save will launch...
Also noticed that when you enable mods, a mod copy is copied from the d/l location in the App directory to the Phoenix/Content game directory (aka the original Nexusmods directory) that SO SUCCESSFULLY ran my pre mod update mods. HOWEVER
Are we're NOT supposed to put mods in the game folder where they used to be installed before the official mod update?? HTH are ppl getting their mods to work? I used UE4SS and so used the "Mod" folder name version instead of "~mod". What mod folder framework is the game using right now?
You need to drop the updating mod if it is highlighted with a blue button in the library of the of the modded player down to the lower list (just click on it and it will drop down) and then the game/save will start on F.
Installing an updated mod doesn't necessarily finish it's job as sometimes it says 'install 100%' and it keeps spinning on the load. The extra protego mod is also a problem requiring an update that states it has installed 100% when it is still loading (spinning) drop it back down to the lower list also. Well that's how loading the current modded player save eventually loaded to play for me anyway.
When you are playing an official modded player you are playing a totally separate game as it reloads from the beginning.