zombe on 7/12/2015 at 11:10
So, by the cup-half-full way of thinking, you have the good fortune of enjoying the resource starvation side of the challenge :)
EvaUnit02 on 7/12/2015 at 19:20
The wankers have killed ESP-based mods for the time being with the latest patch (GOD FORBID anybody plays with mods made using tools other than your precious GECK that you're taking your sweet ass time releasing!). Here's a (
http://steamcommunity.com/app/377160/discussions/0/492379439669006456/#c492379439669044400) workaround.
Quote:
This Beta update still disables Mods (.esp files). You can re-enable them, but you have to jump through some hoops.
1. Open the Fallout 4 launcher.
2. Re-enable the .esp files via mod manager.
3. Press play on the launcher.
EDIT:
(
https://www.reddit.com/r/FalloutMods/comments/3vtgki/beta_patch_13x_why_your_plugin_mods_dont_work_and/) An alternative workaround, but this one doesn't play nice with NMM.
Quote:
Issue: When you have opted in for the steam beta for FO4 or have installed the Beta patch/patches manually the game will erase/replace the plugins.txt file located in the FO4 appdata folder by simply launching the FO4 launcher. You don't even need to enter the game.
File Location: (Windows7) C:\Users(username)\AppData\Local\Fallout 4\plugins.txt
Process: This is pretty simple.
How to get back the plugins/mods you've been missing since the beta update/s: If your plugins.txt file is blank except for the origial fallout4.esp entry, which happens when you boot the launcher with a beta patch, open the loadorder.txt file in the same directory and copy all the plugin names below Fallout4.esp and paste them into the plugins.txt file below the Fallout4.esp entry.
This loadorder.txt file will always have the right order/plugins to add to the plugins.txt file.
Right-Click on the plugins.txt file after saving it and check the 'read only' option at the bottom of the first tab. Apply the read-only attribute to the plugins.txt file so the game doesn't remove the plugin entries.
When you load mods with NMM first disable read only for the plugins.txt file before installing them. You have to do this or NMM won't add the line to the plugins.txt file and your mod won't load.
Install the mods as you normally would.
Then when you're done re-apply the read only attribute.
This is how you get around the beta patches disabling plugins. This took me a bit to figure it out but this works everytime for me.
If you ever install a mod/plugin for FO4 with a modmanager and you forgot to disable read-only for the plugins.txt file simply open the loadorder.txt file and make sure the plugins there match the plugins in plugins.txt.
Good luck. I hope this wasn't confusing and can help some people.
edit: The other option is to opt-out of the beta for FO4... which you can google how to do that. It's easy and a small process in steam.
Nameless Voice on 7/12/2015 at 21:12
Yeah, I scrapped everything. It's nowhere near enough wood or steel to build something that massive.
Dia: Steel is insanely plentiful. Just pick up every useless pipe pistol and pipe rifle that the enemies drop, and scrap them. They are worth 5+ steel each, have such a low value that they aren't worth selling anyway, and they are everywhere. Plus, as you mentioned, the owners of the weapons respawn.
I have over a thousand units of steel mostly from doing this. A lot of "dungeons" also have a weapons workbench in them, so you can quickly pull all the loot over there and scrap it all.
One thing which annoys me is that you can't just freely scrap any item in your inventory at any time. There's no reason they couldn't have done this, and it's not like it would be that unrealistic since I'm often carrying an entire workshop of random tools around anyway. But I guess it's not following the silly precedent that Bioshock set way back when, to move all complex interactions to set locations to avoid confusing players.
Either way, back to the settlements topic - it sounds like the actual limit is a polygon limit - I had suspected as much, especially after the comment amount turrets using a lot of points.
Won't using the console - to change that or anything else - lock you out of ever getting achievements, though? It usually does.
zombe on 7/12/2015 at 21:24
Erm, you do realize that the stream of beta patches are popping up to deal with instabilities - so, semi-disabling rampant modding is desirable for that goal.
Complain when, and if, the hindrances are in effect when it goes out of beta.
Sure, if one really wants some mods (like me. minuteman and settlement "adjustments" are a must for me as is spelling out the dialog options) and needs the betas (*) - one has to hop through a few hoops for the time being.
*) I do not know if i actually need it, have not had a single crash (~100 hours in) prior nor since.
Ostriig on 7/12/2015 at 21:36
This is a public patch, not a beta. I was only using an .esp that allowed me to wear the gas mask with a hat, so I just went ahead and downloaded, but it's kinda like... eh? Was that really necessary?
Nameless Voice on 7/12/2015 at 22:11
The only mod which I am using is the one to replace the awful conversation wheel with the full text options.
That mod is not an ESP mod.
How are people even making ESPs without the GECK?
EvaUnit02 on 8/12/2015 at 09:31
Quote Posted by Nameless Voice
How are people even making ESPs without the GECK?
Te same way they did with Skyrim and Fallout 3 prior to their respective CKs coming out, TESEdit/FO4Edit/etc. That's the advantage of Beth using the same engine, user-maintained mod tools for the older games can be quickly adapted for the new one.
zombe on 8/12/2015 at 11:07
Quote Posted by Ostriig
This is a public patch, not a beta.
Argh. Did not realize that ... so, the "IF" materialized. I guess EvaUnit02's post will prove to be of help when i get to it.
EvaUnit02 on 10/12/2015 at 14:28
Easiest workaround to getting ESP/ESM working with v1.2 of Fallout 4:-Just launch your game from NMM v0.61.3 or higher, that's it.
(
http://www.iforce.co.nz/View.aspx?i=swqvfmzy.t0p.jpg)
Inline Image:
http://iforce.co.nz/i/swqvfmzy.t0p.jpgQuote:
(
http://www.nexusmods.com/fallout4/news/12680/?)
Yesterday Bethesda released a patch for Fallout 4 which disabled mods from being run by resetting the plugins.txt file that contains all of the .esm/.esp entries for plugins that you had active. It had no mention of this in the release notes so people quite happily had Steam update their copies, only to find that when they went to boot up it said that the game had changed since their last save.
Today we have released NMM 0.61.3, this release will once again allow for you to run Fallout
4 directly from NMM with all your mods and build order intact. Big thanks to our elite developer Fabio for all the effort he put in to get this up and running so quickly (when he was meant to have a day off may I add!).