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Terrorforge
Dec 22, 2013

More of a furnace, really

Bum the Sad posted:

Mods seem to make my game take forever to load new areas, is this just something I have to deal with?

Kind of. It's inevitable that certain mods will impact performance including load times, especially if you have lots of them. However, there are things you can do. One of the more effective things (if possible) is to move your Fo4 install and mods to an SSD, which massively reduces load times. You can also try pruning your mods, maybe do some trial and error to find out what exactly is giving you trouble and remove it. Some mods may actually increase performance; Optimized Vanilla Textures for example should make your game look nicer while actually boosting performance, though I'm not sure if it wouldve affect load times specifically.

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Generic Monk
Oct 31, 2011

buglord posted:

I think im finally at that stage of life where I want to go home and play videogames, and not spend my little free time during the work week installing mods and troubleshooting. MO2 is spitting out errors for me too, and I generally lack the patience to google everything. I'll tackle it this weekend.

mod organizer is like 10 minutes of setup time for infinitely less loving about. just use it

Blockade
Oct 22, 2008

https://www.youtube.com/watch?v=T3lHUMHzapU

Terrorforge
Dec 22, 2013

More of a furnace, really

Oh neat, marginally different visuals.

Seriously, I'm interested, but what's the hook? There's no gameplay or story on display and it barely looks any different from vanilla so what am I supposed to be getting excited about?

toasterwarrior
Nov 11, 2011

Terrorforge posted:

Oh neat, marginally different visuals.

Seriously, I'm interested, but what's the hook? There's no gameplay or story on display and it barely looks any different from vanilla so what am I supposed to be getting excited about?

Trailer and all, but I can at least hope that the mod team actually chooses to focus on either settlement building or actual RPG-ing, unlike FO4 proper.

Max Wilco
Jan 23, 2012

I'm just trying to go through life without looking stupid.

It's not working out too well...
I'm seriously thinking about doing a reinstall of Fallout 4 with mods, even though I still have a huge modded install of Skyrim that I set up a while ago and still haven't played. :sigh:

Is it worth it to pick up the DLC for some of the mods that require it? I've always considered picking up the F4 DLC when it goes on sale, but it's never seemed cheap enough for my liking. Far Harbor is the only one that really piqued my interest. I heard the theme park one was only worth it if you're playing an evil/raider character, and all the rest seems to be settlement stuff.

Mostly what I have my eye on at the moment with mods are the ones that add weapons from other Fallout games, since I though F4 had a pretty lackluster weapon selection. However, are the weapons littered throughout the game like normal, or are they only placed in certain locations.

Also, are there any mods that are considered essential?

Terrorforge
Dec 22, 2013

More of a furnace, really

Max Wilco posted:

Is it worth it to pick up the DLC for some of the mods that require it? I've always considered picking up the F4 DLC when it goes on sale, but it's never seemed cheap enough for my liking. Far Harbor is the only one that really piqued my interest. I heard the theme park one was only worth it if you're playing an evil/raider character, and all the rest seems to be settlement stuff.

Obviously it depends on which exact mods you're interested in and how much money you're rolling in, but I'd say not having to worry about compatibility issues is enough reason to get it. We've reached the point of the release cycle where many modders just work on the assumption you've got the Season Pass. Don't pay full price though, it's not worth $50 under any circumstances.

I'd also say you're spot on with the DLC; most of them are just halfway interesting but largely useless settlement nonsense, Far Harbor is pretty coo, and so is Nuka-World but it only really has content if you're willing to be a total bastard. The non-warlord option is so underdeveloped that Porter Gage, the second-in-command character who's desperately trying to convince you to become Lord Humongous, doesn't even have dialogue for when you decide to slaughter the whole slaving, murderous lot of them. He just stands there staring at you for the rest of the game, doesn't even aggro or anything.

Max Wilco posted:

Mostly what I have my eye on at the moment with mods are the ones that add weapons from other Fallout games, since I though F4 had a pretty lackluster weapon selection. However, are the weapons littered throughout the game like normal, or are they only placed in certain locations.

Varies. Some mods add them to the loot tables, some just stick them in a specific place, some require that you craft them at a workbench, and some do a combination. Read the individual mod pages.

Max Wilco posted:

Also, are there any mods that are considered essential?

Depends a little on what you're interested in, but most people run Darker Nights (https://www.nexusmods.com/fallout4/mods/191/) or a mod with similar functionality with Pip-Boy Flashlight (https://www.nexusmods.com/fallout4/mods/10840/) and some kind of weather mod like True Storms (https://www.nexusmods.com/fallout4/mods/4472). If you're playing Survival, Sleep or Save (https://www.nexusmods.com/fallout4/mods/12262) and/or Survival options (https://www.nexusmods.com/fallout4/mods/14650/) is kind of mandatory because the default Survival experience is garbage. Most also run some kind of damage/difficulty overhaul like Arbitration (https://www.nexusmods.com/fallout4/mods/2037) or Better Locational Damage (https://www.nexusmods.com/fallout4/mods/3815). If you like the idea of settlements but don't want to spend a billion years painstakingly crafting them, Sim Settlements (https://www.nexusmods.com/fallout4/mods/21872/) is brilliant.

I and many others swear by Horizon (https://www.nexusmods.com/fallout4/mods/17374) as a one-stop fix for almost everything that's wrong with Fo4's mechanics, but just as many find its increased difficulty, poorly-explained complexity and lack of compatibility with other mods incredibly offputting. It's not ridiculously brutal the way something like FROST is (https://www.nexusmods.com/fallout4/mods/18898), but it takes some getting used to. If you're into hardcore survival gameplay, optimizing complex systems and sifting through patch notes, it'll turn Fallout 4 into the game of your dreams. If you aren't, you're probably better off assembling your ideal experience out of smaller mods instead.

Terrorforge
Dec 22, 2013

More of a furnace, really
Speaking of Horizon, 1.5 just dropped!! Skyrim style skill system! Overhauled VATS system! Global loot rebalance! Probably horribly broken in some way!

Azhais
Feb 5, 2007
Switchblade Switcharoo
I don't really understand the Frost hype. I played it for 20 levels before giving up due to extreme boredom.

It's fallout 4 with everything removed except scavenging for food and diseases.

Catalyst-proof
May 11, 2011

better waste some time with you

Terrorforge posted:

Speaking of Horizon, 1.5 just dropped!! Skyrim style skill system! Overhauled VATS system! Global loot rebalance! Probably horribly broken in some way!

I don’t see patch notes published yet.

Catalyst-proof fucked around with this message at 20:38 on Apr 28, 2018

Terrorforge
Dec 22, 2013

More of a furnace, really

horse mans posted:

I don’t see patch notes published yet.

They're right there in the Posts tab, mostly hidden under a spoiler tag.

Catalyst-proof
May 11, 2011

better waste some time with you
Jesus, look at the new skill system. All the changes. All the workshops built into one object. gently caress. Guess I’m rolling again.

Terrorforge
Dec 22, 2013

More of a furnace, really

horse mans posted:

Jesus, look at the new skill system. All the changes. All the workshops built into one object. gently caress. Guess I’m rolling again.

I haven't so much as touched a computer in over a month and I'm statting out a character right now.

Cousin Todd
Jul 3, 2007
Grimey Drawer

Terrorforge posted:

I haven't so much as touched a computer in over a month and I'm statting out a character right now.

How... how are you posting?

Terrorforge
Dec 22, 2013

More of a furnace, really

Kharmakazy posted:

How... how are you posting?

In the far-flung space year of 2018, phones have finally become so advanced that goons have become unfettered from their ethernet cables, able to spew garbage onto the SomethingAwful forums from any place, at any time.

Nevets
Sep 11, 2002

Be they sad or be they well,
I'll make their lives a hell
I think at this point saying a 'phone' isn't just a tiny computer that happens to have a radio is like saying the internet isn't an electronic shopping mall & peepshow that happens to have a bulletin board.

Max Wilco
Jan 23, 2012

I'm just trying to go through life without looking stupid.

It's not working out too well...

Terrorforge posted:

Obviously it depends on which exact mods you're interested in and how much money you're rolling in, but I'd say not having to worry about compatibility issues is enough reason to get it. We've reached the point of the release cycle where many modders just work on the assumption you've got the Season Pass. Don't pay full price though, it's not worth $50 under any circumstances.

I'd also say you're spot on with the DLC; most of them are just halfway interesting but largely useless settlement nonsense, Far Harbor is pretty coo, and so is Nuka-World but it only really has content if you're willing to be a total bastard. The non-warlord option is so underdeveloped that Porter Gage, the second-in-command character who's desperately trying to convince you to become Lord Humongous, doesn't even have dialogue for when you decide to slaughter the whole slaving, murderous lot of them. He just stands there staring at you for the rest of the game, doesn't even aggro or anything.


Varies. Some mods add them to the loot tables, some just stick them in a specific place, some require that you craft them at a workbench, and some do a combination. Read the individual mod pages.


Depends a little on what you're interested in, but most people run Darker Nights (https://www.nexusmods.com/fallout4/mods/191/) or a mod with similar functionality with Pip-Boy Flashlight (https://www.nexusmods.com/fallout4/mods/10840/) and some kind of weather mod like True Storms (https://www.nexusmods.com/fallout4/mods/4472). If you're playing Survival, Sleep or Save (https://www.nexusmods.com/fallout4/mods/12262) and/or Survival options (https://www.nexusmods.com/fallout4/mods/14650/) is kind of mandatory because the default Survival experience is garbage. Most also run some kind of damage/difficulty overhaul like Arbitration (https://www.nexusmods.com/fallout4/mods/2037) or Better Locational Damage (https://www.nexusmods.com/fallout4/mods/3815). If you like the idea of settlements but don't want to spend a billion years painstakingly crafting them, Sim Settlements (https://www.nexusmods.com/fallout4/mods/21872/) is brilliant.

I and many others swear by Horizon (https://www.nexusmods.com/fallout4/mods/17374) as a one-stop fix for almost everything that's wrong with Fo4's mechanics, but just as many find its increased difficulty, poorly-explained complexity and lack of compatibility with other mods incredibly offputting. It's not ridiculously brutal the way something like FROST is (https://www.nexusmods.com/fallout4/mods/18898), but it takes some getting used to. If you're into hardcore survival gameplay, optimizing complex systems and sifting through patch notes, it'll turn Fallout 4 into the game of your dreams. If you aren't, you're probably better off assembling your ideal experience out of smaller mods instead.

A couple of the weather ones I had looked up, but Pipboy Flashlight sounds good. I know I had to change the color of the PipBoy UI to white so as to make sure everything wasn't lit in a green glow. Sim Settlements I had seen brought up before, but since I'm not super wild about fussing over settlements, I'll certainly give it a try.

Horizon is a mod I've seen brought up before, but I guess I'll have to do some research on it. Games that mix up the main mechanics or ramp up difficulty put me off a bit, but I do want to try one to make things a bit more interesting. Been watching videos of people showcasing mods, and one that was shown off was Be Exceptional, which looks to restore the skill system from the previous games. There was another one called Survival Options which lets you tweak different facets to your liking. One I've seen mentioned is War of the Commonwealth, which adds and changes spawn points, but I don't know what that entails.

One of the things I thought about trying was one of the environment mods that change up the look of world. There's one that gives everything a snowy/winter look (which may be a part of this pack that does each of the seasons), and there's one that turns it into a desert like New Vegas. I don't know if any of those are really well put together (in terms of visuals), or if they cause any performance problems. I know one of them (Overgrowth) looks really nice, but I've heard it does cause performance hiccups.

One things I also remember being a bit annoyed with was how they changed armor; not power armor, but where standard armor was sort of divided between having one single body piece, and then separate chest/arm/leg pieces.

I might just have to reinstall the game and play it for a bit to figure out what I want to change.

Catalyst-proof
May 11, 2011

better waste some time with you
Yeah. The fallout modding community is really diverse at this point, a few years out of release. The only way to know what you might like is to try it. I recommend getting a sense of what you want in terms of quality of life and asset improvements like graphics and sounds first. Once you’re comfortable with that you can decide if you want to also take on a larger change like Horizon.

FWIW here is an older load out of mine focused on difficulty. http://horsemans.online/fallout4/knifesedge/

Terrorforge
Dec 22, 2013

More of a furnace, really

Max Wilco posted:

A couple of the weather ones I had looked up, but Pipboy Flashlight sounds good. I know I had to change the color of the PipBoy UI to white so as to make sure everything wasn't lit in a green glow. Sim Settlements I had seen brought up before, but since I'm not super wild about fussing over settlements, I'll certainly give it a try.

There's actually an .ini setting you can make that disconnects the pip-boy UI color from the flashlight color, making the flashlight always white. It's explained on the Pip-Boy Flashlight mod page, down in the FAQ.

Oh speaking of interface, you definitely want DEF_UI and some kind of sorting mod, Valdacil's Item Sorting being the standard. Just be a bit careful, because sorting mods typically edit the items, which causes compatibility issues with other mods that edit items. DEF_UI and sorting mods are so ubiquitous though that most things that do tha will have compatibility patches.

At some point you'll probably feel a desire to get Gold Kit because it makes the pip-boy interface very appealing, but I say start with just DEF_UI because there's a lot of fiddling to get Gold Kit and things to work.

e:

horse mans posted:

FWIW here is an older load out of mine focused on difficulty. http://horsemans.online/fallout4/knifesedge/

Did you ditch mortal settlers for some reason, or is this just another version?

e2: or i guess that exists as a feature in Zombie Walkers

Terrorforge fucked around with this message at 11:41 on Apr 29, 2018

Terrorforge
Dec 22, 2013

More of a furnace, really
Anyone got recommendations for mods that'll make the game look like an unholy nuclear hellscape?

Max Wilco
Jan 23, 2012

I'm just trying to go through life without looking stupid.

It's not working out too well...

Terrorforge posted:

There's actually an .ini setting you can make that disconnects the pip-boy UI color from the flashlight color, making the flashlight always white. It's explained on the Pip-Boy Flashlight mod page, down in the FAQ.

Oh speaking of interface, you definitely want DEF_UI and some kind of sorting mod, Valdacil's Item Sorting being the standard. Just be a bit careful, because sorting mods typically edit the items, which causes compatibility issues with other mods that edit items. DEF_UI and sorting mods are so ubiquitous though that most things that do tha will have compatibility patches.

At some point you'll probably feel a desire to get Gold Kit because it makes the pip-boy interface very appealing, but I say start with just DEF_UI because there's a lot of fiddling to get Gold Kit and things to work.

Gold Kit looks pretty nice :eyepop:. The item sorting one I sort of did on my own by naming my customized weapon with the ammo type as the prefix.

I picked up my old post-ending save and played for a bit to try and get an idea of what other mods I was looking for. Here's what came up with:

  • Is there a mod that lets you customize your companions armor and gear. I forget if there was one in the vanilla game. I didn't see an option for it, but maybe it depends on what you give them.
  • Maybe Darker Nights, True Storms, and Vivid Fallout will make an impact, but in general, the visuals tend to look washed out, and sometime the models look sort of weird and plastic-like. I think it has to do with the lighting, but I'm not sure.
  • I was intending to do a Brotherhood of Steel playthrough this time around. Are there any mods that might make a BoS playthrough more interesting? If not, is there something that improves another faction?
  • Are there any really good quest mods? I know I didn't cover everything in the game when I went through, but I was hoping there was something that offered some new looking locales or something
  • I spent some time messing around with settlement building (only in Sanctuary Hills) and while I'll probably use the Sim Settlements mod, I was wondering if there was a mod that gave you better items, or let you be a bit more flexible. While it might not be...I don't know, realistic, I was hoping there was a mod that let you fix up the houses in Sanctuary Hills, or at least have access to some better materials so that it's not just ramshackle houses.
  • Is there a mod that boosts the volume of NPC voices? Even after maxing the Voice volume, NPCs still sound pretty quiet at times.
  • Is there any mods that tweaks stealth? It could be that I needed more points in it, but even still, enemies still got suspicious really easy (that is, in the 'Caution' mode) but couldn't find me, and then I'd accidentally stumble right in front of an enemy.
  • Very minor thing, which might be fixed with the flashlight mod, but is there something that makes it easier to see underwater? The water is so murky, and you get radiation poisoning so quickly that it's hard to find something.

Schubalts
Nov 26, 2007

People say bigger is better.

But for the first time in my life, I think I've gone too far.

Max Wilco posted:

Is there a mod that lets you customize your companions armor and gear. I forget if there was one in the vanilla game. I didn't see an option for it, but maybe it depends on what you give them.

You can change everyone's equipment except for Nick's clothes, and Strong can only wear "Super Mutant X" armor. Just talk to them and choose trade. When tabbed over to their inventory, you just press the equip button and they'll use it.

They need to carry actual ammo for non-default guns, and you have to take stuff back to add mods to it, though.

8 Ball
Nov 27, 2010

My hands are all messed up so you better post, brother.
Infinite Companion Ammo & Unbreakable Power Armour is pretty nice for customising what weapons your companions use

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

I finally have a video card that can handle max settings so I am wondering what ENBs and graphic overhauls you guys like for making the game look good. I have seen lots of interest in Pilgrim in this thread but that is too grim and dark looking for my tastes. I currently looking at True Storms, Paladin ENB, and some grass/tree overhauls, though on the latter point I am not sure what to run with.

turn off the TV
Aug 4, 2010

moderately annoying

marshmallow creep posted:

I finally have a video card that can handle max settings so I am wondering what ENBs and graphic overhauls you guys like for making the game look good. I have seen lots of interest in Pilgrim in this thread but that is too grim and dark looking for my tastes. I currently looking at True Storms, Paladin ENB, and some grass/tree overhauls, though on the latter point I am not sure what to run with.

Always use NAC for your core weather overhaul because you can change the majority of the engine's lighting settings with it to make the game look about however you want.

A fancy computer also can't run the majority of tree overhauls, unless things have changed in the last six or so months, because most of them fundamentally break the game's optimization. Unless a tree mod includes new precombination files they're probably going to generating a few thousand more draw calls in various places than what the game's engine or DirectX11 can support. I think that some of Spiffyskytrooper's mods use new precombined meshes.

Terrorforge
Dec 22, 2013

More of a furnace, really
I've personally found the flexibility of NAC to be something of a moot point, because although it has a million options I don't know what any of the do. Whenever I think I've managed to fumble my way into something I like it always turns out NPCs suddenly have dark voids instead of faces or the game just turns solid black in any weather other than the clearest day. Plus I've found that all the potentially interesting stuff like hit and radiation VFX just render the game unplayable.

I do appreciate the weather options, though. It also doesn't persist between characters, which is either a pro or a con depending on your preferences.

turn off the TV
Aug 4, 2010

moderately annoying

Terrorforge posted:

I've personally found the flexibility of NAC to be something of a moot point, because although it has a million options I don't know what any of the do. Whenever I think I've managed to fumble my way into something I like it always turns out NPCs suddenly have dark voids instead of faces or the game just turns solid black in any weather other than the clearest day. Plus I've found that all the potentially interesting stuff like hit and radiation VFX just render the game unplayable.

I do appreciate the weather options, though. It also doesn't persist between characters, which is either a pro or a con depending on your preferences.

You need to test it against a few different weather settings. My major complaint with NAC has been that there's no set calibration weather which you can use to adjust the contrast, gamma, exposure, etc. with the assumption that the rest of the weather will be balanced around it. When I first started using it I was going insane trying to fix the crushed blacks and then realized that they were caused by a specific weather.

Terrorforge
Dec 22, 2013

More of a furnace, really

turn off the TV posted:

You need to test it against a few different weather settings. My major complaint with NAC has been that there's no set calibration weather which you can use to adjust the contrast, gamma, exposure, etc. with the assumption that the rest of the weather will be balanced around it. When I first started using it I was going insane trying to fix the crushed blacks and then realized that they were caused by a specific weather.

Got any more tips? Ive recently reinstalled but I haven't taken a serious crack at either NAC or an ENB yet because I wasted a lot of energy for pretty poor results last time around.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

turn off the TV posted:

Always use NAC for your core weather overhaul because you can change the majority of the engine's lighting settings with it to make the game look about however you want.

A fancy computer also can't run the majority of tree overhauls, unless things have changed in the last six or so months, because most of them fundamentally break the game's optimization. Unless a tree mod includes new precombination files they're probably going to generating a few thousand more draw calls in various places than what the game's engine or DirectX11 can support. I think that some of Spiffyskytrooper's mods use new precombined meshes.

Yeah, Paladin says it requires NAC and I also got the Film Workshop to see if I can make something I like; using NAC's settings is kind of a struggle to find the right mix. I'm trying to make the horizon not look quite so washed out.

Noted on the tree overhauls. That rule also apply to the grass ones?

turn off the TV
Aug 4, 2010

moderately annoying

marshmallow creep posted:

Yeah, Paladin says it requires NAC and I also got the Film Workshop to see if I can make something I like; using NAC's settings is kind of a struggle to find the right mix. I'm trying to make the horizon not look quite so washed out.

Noted on the tree overhauls. That rule also apply to the grass ones?

Grass mods should be fine, they don't interact with the occlusion system in the same way as trees. NAC should also be compatible with other weather mods like True Storms, for what it's worth.

Terrorforge posted:

Got any more tips? Ive recently reinstalled but I haven't taken a serious crack at either NAC or an ENB yet because I wasted a lot of energy for pretty poor results last time around.

That's about as much as I remember. I just picked the most neutral sounding weathers from the various categories and poked things.

Max Wilco
Jan 23, 2012

I'm just trying to go through life without looking stupid.

It's not working out too well...
Stupid question: Do I need a different version of Mod Organizer for it to work with Fallout 4? I tried installing the same version I did for Oldrim (v 1.3.1), but it didn't detect it. I did a search, and there's a Mod Organizer 2. Should I use that, or is there something that might work better? I remember there was some other mod program that came out a while ago.

Max Wilco fucked around with this message at 23:06 on Apr 30, 2018

Terrorforge
Dec 22, 2013

More of a furnace, really

Max Wilco posted:

Stupid question: Do I need a different version of Mod Organizer for it to work with Fallout 4? I tried installing the same version I did for Oldrim (v 1.3.1), but it didn't detect it. I did a search, and there's a Mod Organizer 2. Should I use that, or is there something that might work better? I remember there was some other mod program that came out a while ago.

Yeah, you need MO2. Nexus Mod Manager technically works, but MO2 is much cleaner. I believe there's like a beta for Vortex, which is what Nexus folks are calling their new mod manager they're developing with the help of the previous MO dev, but there's a fork of MO2 that's functional, stable and actively updating so just go with that. I believe the latest version is 2.1.2.

botany
Apr 27, 2013

by Lowtax
I'm having issues with MO2. I've tried to install mods through it but they don't register in-game. The files end up in the MO2 -> mods folder instead of in the F4/data folder and as a result they don't show up in my load order in the game and don't work. I assume I've set up MO2 wrong or something, how do I fix this?

Terrorforge
Dec 22, 2013

More of a furnace, really

botany posted:

I'm having issues with MO2. I've tried to install mods through it but they don't register in-game. The files end up in the MO2 -> mods folder instead of in the F4/data folder and as a result they don't show up in my load order in the game and don't work. I assume I've set up MO2 wrong or something, how do I fix this?

Are you launching FO4 through MO2?

botany
Apr 27, 2013

by Lowtax

Terrorforge posted:

Are you launching FO4 through MO2?

I think so? I use the buttons, but the problem remains whether I launch FO4 or f4se. But I'm also somewhat confused by MO2's behaviour on launch: It immediately tells me it can only launch the game if I run steam (which is running already), then launches steam once I click yes. But once I'm in the game and go to "mods" to check my load order, I don't see the new esps anywhere. Could this be a problem caused by me running steam as an admin?

edit: you know what, I'm just gonna go back to NMN, that thing seems to work a lot smoother for me. Thanks for the help anyway! :)

botany fucked around with this message at 14:44 on May 4, 2018

Lum_
Jun 5, 2006

botany posted:

But once I'm in the game and go to "mods" to check my load order, I don't see the new esps anywhere. Could this be a problem caused by me running steam as an admin?

They don't appear there. That's Bethesda's own mod manager which has nothing to do with MO2 (and should be avoided)

botany
Apr 27, 2013

by Lowtax

Lum_ posted:

They don't appear there. That's Bethesda's own mod manager which has nothing to do with MO2 (and should be avoided)

They do appear there when I use NMN, which I why I assumed they would also do that using MO2. Interesting! Anyway, I've started NMN and had everything set up and working in like two minutes, so all's well :toot:

Terrorforge
Dec 22, 2013

More of a furnace, really

botany posted:

I think so? I use the buttons, but the problem remains whether I launch FO4 or f4se. But I'm also somewhat confused by MO2's behaviour on launch: It immediately tells me it can only launch the game if I run steam (which is running already), then launches steam once I click yes. But once I'm in the game and go to "mods" to check my load order, I don't see the new esps anywhere. Could this be a problem caused by me running steam as an admin?

edit: you know what, I'm just gonna go back to NMN, that thing seems to work a lot smoother for me. Thanks for the help anyway! :)

Lum_ posted:

They don't appear there. That's Bethesda's own mod manager which has nothing to do with MO2 (and should be avoided)

With that in mind, did you start a game to see if the mods were active, or did you trust the "mod" menu and just assume they weren't?

e: it may be working fine now, but odds are that once you've been periodically adding and removing mods for a while, you will come to regret not figuring out MO2, because the very fact that it doesn't put mods in the Data folder makes uninstalling way cleaner

botany
Apr 27, 2013

by Lowtax

Terrorforge posted:

With that in mind, did you start a game to see if the mods were active, or did you trust the "mod" menu and just assume they weren't?

e: it may be working fine now, but odds are that once you've been periodically adding and removing mods for a while, you will come to regret not figuring out MO2, because the very fact that it doesn't put mods in the Data folder makes uninstalling way cleaner

Yeah I did try them out, the fact that they weren't working was what made me check the load order in-game initially. Also I'm not a huge mod user (with the current ones I' at... nine?) so I hope I'll be fine.

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Hobo on Fire
Dec 4, 2008

botany posted:

Yeah I did try them out, the fact that they weren't working was what made me check the load order in-game initially. Also I'm not a huge mod user (with the current ones I' at... nine?) so I hope I'll be fine.

Since you never specifically mentioned that you were, were you activating the mods in MO? Checking the boxes for the mods on the left side of the screen and on the plugins list on the right?

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