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tjspann
Nov 11, 2015
There are no mods to clutter it's folder with at the moment.
@Tannin: I'd like to throw my support behind a FO4 version of MO. Myself and the TTW team would be happy to test if needed.
tjspann
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Nov 11, 2015
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There are no mods to clutter it's folder with at the moment. |
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maxpen
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Nov 11, 2015
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I think it would be cool to do it. |
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TanninOne
Nov 11, 2015
Owner
Fallout 4 is a 64-bit game and as such mo is not compatible with it.
I've been working on 64-bit support for a while and in the last few months this was practically the only thing i've been working on.
My hope is that i will have a working alpha versions within a few weeks.
But please be aware that this is a complete rewrite of the whole virtualisation functionality and its more complex than before so the first releases will probably be less reliable.
Therefore I will be very thankful for volunteer testers but if you just want to play and need a stable mod manager you may need a bit of patience.
But since fo4 has a new engine and requires new tools I think fo4 modding will take a while to get going anyway.
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Fallout 4 is a 64-bit game and as such mo is not compatible with it. I've been working on 64-bit support for a while and in the last few months this was practically the only thing i've been working on. My hope is that i will have a working alpha versions within a few weeks. But please be aware that this is a complete rewrite of the whole virtualisation functionality and its more complex than before so the first releases will probably be less reliable. Therefore I will be very thankful for volunteer testers but if you just want to play and need a stable mod manager you may need a bit of patience. But since fo4 has a new engine and requires new tools I think fo4 modding will take a while to get going anyway. |
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tjspann
Nov 11, 2015
Myself and at least several members of my team are at your disposal when needed.
tjspann
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Nov 11, 2015
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Myself and at least several members of my team are at your disposal when needed. |
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pralima87
Nov 11, 2015
This is my nexus profile:
http://www.nexusmods.com/skyrim/users/1867404/?
I can help in the testing ;)
pralima87
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Nov 11, 2015
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This is my nexus profile: |
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zax-ftw
Nov 11, 2015
Since you are rewriting anyway... It would be awesome if you could make one installation support multiple games this time. Having to install same app twice (for Skyrim and Fallout 4) feels clunky.
zax-ftw
commented
Nov 11, 2015
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Since you are rewriting anyway... It would be awesome if you could make one installation support multiple games this time. Having to install same app twice (for Skyrim and Fallout 4) feels clunky. |
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Freso
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Nov 12, 2015
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I will be happy to test anything guaranteed to break my setup! |
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WalrusWay
Nov 13, 2015
I like MO as simple and clean as possible. I use it with FO3, FNV, and Skyrim. I much prefer having a copy of the MO executable in each top dir that only sees that game and only its subdirs. To me it is a utility I add to a game. Running multiple mod profiles for a single game to support multiple chars (like a set of archery mods for an archer char or Khajiit mods for a Khajiit char) already gets chaotic enough. One big MO installation to support multiple games is not something I want or crave--- perhaps when game companies release their games that way (one big installer for all their games) then I'd organize how I mod that way. Beyond that, count me in for x64 testing once I complete my vanilla playthrough!
WalrusWay
commented
Nov 13, 2015
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I like MO as simple and clean as possible. I use it with FO3, FNV, and Skyrim. I much prefer having a copy of the MO executable in each top dir that only sees that game and only its subdirs. To me it is a utility I add to a game. Running multiple mod profiles for a single game to support multiple chars (like a set of archery mods for an archer char or Khajiit mods for a Khajiit char) already gets chaotic enough. One big MO installation to support multiple games is not something I want or crave--- perhaps when game companies release their games that way (one big installer for all their games) then I'd organize how I mod that way. Beyond that, count me in for x64 testing once I complete my vanilla playthrough! |
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zax-ftw
Nov 13, 2015
@WalrusWay, I know its humans nature to hate changes, even if they are for better, but I don't understand how an option to switch game profiles on fly would make it more chaotic for you?
Having everything in one place, using one shortcut - its anything, but chaotic, lol!
Game specific profiles would still exist, mod folders would be still separate, basically nothing would change with exception of shared UI and better mod folders organization on disk.
zax-ftw
commented
Nov 13, 2015
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@WalrusWay, I know its humans nature to hate changes, even if they are for better, but I don't understand how an option to switch game profiles on fly would make it more chaotic for you? Having everything in one place, using one shortcut - its anything, but chaotic, lol! Game specific profiles would still exist, mod folders would be still separate, basically nothing would change with exception of shared UI and better mod folders organization on disk. |
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ralexpdx
Nov 14, 2015
@TanninOne, I for one would no longer play FONV or Skyrim without MO. I can't wait to get MO for FO4 so that things work as mod authors intend. I have been SO happy with the abilities of MO to allow me to play these games the way I want to and will sit on the sidelines cheering you and your team on for compatibility with FO4. Go team!
ralexpdx
commented
Nov 14, 2015
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@TanninOne, I for one would no longer play FONV or Skyrim without MO. I can't wait to get MO for FO4 so that things work as mod authors intend. I have been SO happy with the abilities of MO to allow me to play these games the way I want to and will sit on the sidelines cheering you and your team on for compatibility with FO4. Go team! |
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nekoyoubi
Nov 15, 2015
@TanninOne I would be more than willing to test as well. Thanks for keeping us all in the loop.
Nexus (if needed): http://www.nexusmods.com/games/users/5040332/
nekoyoubi
commented
Nov 15, 2015
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@TanninOne I would be more than willing to test as well. Thanks for keeping us all in the loop. Nexus (if needed): http://www.nexusmods.com/games/users/5040332/ |
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MithosFall
Nov 18, 2015
I'll go ahead and throw my hat in the ring as well. I would love to be a tester for MO for FO4. My Nexus account: http://www.nexusmods.com/games/users/1658883/
MithosFall
commented
Nov 18, 2015
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I'll go ahead and throw my hat in the ring as well. I would love to be a tester for MO for FO4. My Nexus account: http://www.nexusmods.com/games/users/1658883/ |
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nar001
Nov 18, 2015
Same here, I'd be happy to help ! Here my Nexus account ! www.nexusmods.com/games/users/3538508/?
nar001
commented
Nov 18, 2015
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Same here, I'd be happy to help ! Here my Nexus account ! www.nexusmods.com/games/users/3538508/? |
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DAOWAce
Nov 18, 2015
A full rewrite for handling 64bit games in regards to virtualization of folders?
..I don't understand. That's an OS level thing, and MO is clearly working on 64bit Windows.
DAOWAce
commented
Nov 18, 2015
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A full rewrite for handling 64bit games in regards to virtualization of folders? ..I don't understand. That's an OS level thing, and MO is clearly working on 64bit Windows. |
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nar001
Nov 18, 2015
@DAOWAce I'm pretty sure he's talking about Fallout 4 being 64 bits, and thus needing a rewrite since the old MO is 32 bits only
nar001
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Nov 18, 2015
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@DAOWAce I'm pretty sure he's talking about Fallout 4 being 64 bits, and thus needing a rewrite since the old MO is 32 bits only |
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TanninOne
Nov 18, 2015
Owner
@DAOWAce windows provides backwards compatibility so 32 bit applications can run on 64bit Windows without the author doing anything. That's different from the application taking advantage of 64bit addressing.
MOs filesystem virtualisation is very low-level stuff however where windows' backwards compatibility doesn't help, it has to work with the same bitness as the application.
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@DAOWAce windows provides backwards compatibility so 32 bit applications can run on 64bit Windows without the author doing anything. That's different from the application taking advantage of 64bit addressing. |
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wmcook32
Nov 18, 2015
Ever since discovering MO I basically refused to play any game with NMM. That being said I would love to help test the 64-bit version. My Nexus profile: http://www.nexusmods.com/fallout4/users/6142045/?
wmcook32
commented
Nov 18, 2015
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Ever since discovering MO I basically refused to play any game with NMM. That being said I would love to help test the 64-bit version. My Nexus profile: http://www.nexusmods.com/fallout4/users/6142045/? |
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LawLeewer
Nov 18, 2015
I would be glad to help testing the 64-bit version! My nexus profile: http://www.nexusmods.com/fallout4/users/13791360/?
LawLeewer
commented
Nov 18, 2015
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I would be glad to help testing the 64-bit version! My nexus profile: http://www.nexusmods.com/fallout4/users/13791360/? |
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Sionofbalance
Nov 18, 2015
MO is the best mod manager out there. I would love to help you test it. My nexus profile is http://www.nexusmods.com/fallout4/users/1629508/?
Sionofbalance
commented
Nov 18, 2015
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MO is the best mod manager out there. I would love to help you test it. My nexus profile is http://www.nexusmods.com/fallout4/users/1629508/? |
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burntcheese
Nov 18, 2015
I dislike NMM, and MO is an essential for me when it comes to modding TES and FO. I'd love to test it out. Nexus profile is http://www.nexusmods.com/fallout4/users/5034165/?
burntcheese
commented
Nov 18, 2015
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I dislike NMM, and MO is an essential for me when it comes to modding TES and FO. I'd love to test it out. Nexus profile is http://www.nexusmods.com/fallout4/users/5034165/? |
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cplr
Nov 18, 2015
I'm also confused what FO4 being a 64-bit binary has to do with anything when we are talking managing the file system here? Can anyone explain with technical details?
cplr
commented
Nov 18, 2015
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I'm also confused what FO4 being a 64-bit binary has to do with anything when we are talking managing the file system here? Can anyone explain with technical details? |
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DAOWAce
Nov 18, 2015
@TanninOne So it's deeper/different than just extracting archives and symlinking folders/files to the data directory? I've been symlinking for years and can't understand why something that functions the same would require a full rewrite just for a 64bit application; the app doesn't actually matter unless it specifically can't use symlinked files/folders.
'Course, I don't do any sort of coding, so I don't know anything further in regards to MO's form of symlinks. Is there a writeup you have of the technical details?
DAOWAce
commented
Nov 18, 2015
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@TanninOne So it's deeper/different than just extracting archives and symlinking folders/files to the data directory? I've been symlinking for years and can't understand why something that functions the same would require a full rewrite just for a 64bit application; the app doesn't actually matter unless it specifically can't use symlinked files/folders. 'Course, I don't do any sort of coding, so I don't know anything further in regards to MO's form of symlinks. Is there a writeup you have of the technical details? |
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TanninOne
Nov 19, 2015
Owner
MO isn't using symlinks provided by the ntfs for a couple of reasons. It's closer to a driver that provides its own link mechanisms.
Advantages:
- My links can "override" real files in the destination without deleting
- They work independent of the fs "i.e from a fat formatted usb stick"
- They don't require admin rights to create
- They are far quicker to create
- They are visible only to the processes you choose.
- You can map a writable directory onto a real dir, thus capturing all newly created files (for the overwrite mod)
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MO isn't using symlinks provided by the ntfs for a couple of reasons. It's closer to a driver that provides its own link mechanisms.
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TanninOne
Nov 19, 2015
Owner
Technical details: I don't have a writeup. In short: I hook into the low-level windows api functions that deal with file names (mostly those are resolving/enumerating file names) and manipulate their call parameters and return values in such a way that the mapped files appear to exist in the intended location.
This happens putely inside a processes memory so no permissions above the process permissions are required and there is no risk of "damaging" anything outside the process rights.
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Technical details: I don't have a writeup. In short: I hook into the low-level windows api functions that deal with file names (mostly those are resolving/enumerating file names) and manipulate their call parameters and return values in such a way that the mapped files appear to exist in the intended location. |
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DAOWAce
Nov 19, 2015
Interesting, had no idea a lower level 'symlink' system even existed.
Thanks for educating me in what MO does and what's possible. :)
DAOWAce
commented
Nov 19, 2015
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Interesting, had no idea a lower level 'symlink' system even existed. Thanks for educating me in what MO does and what's possible. :) |
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koumdros
Nov 20, 2015
I'm also available for testing. Experienced user of MO with all bethesda games, runing multiple setups for years.
koumdros
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Nov 20, 2015
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I'm also available for testing. Experienced user of MO with all bethesda games, runing multiple setups for years. |
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TheGreenDragon
Nov 20, 2015
Considering how much I love this software, I would be more than happy to help testing.
http://www.nexusmods.com/fallout4/users/1617465/?
TheGreenDragon
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Nov 20, 2015
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Considering how much I love this software, I would be more than happy to help testing. |
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Newyears1978
Nov 20, 2015
Looking forward to it, I don't like to mod without MO. MO is the best, the file virtualisation is awesome, so much cleaner and easier than Manual/NMM or any other method.
Newyears1978
commented
Nov 20, 2015
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Looking forward to it, I don't like to mod without MO. MO is the best, the file virtualisation is awesome, so much cleaner and easier than Manual/NMM or any other method. |
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NoShotz
Nov 20, 2015
I have been installing mods manually since i absolutely hate how NMM looks, and i find its too clunky, can't wait for MO to support fallout 4
NoShotz
commented
Nov 20, 2015
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I have been installing mods manually since i absolutely hate how NMM looks, and i find its too clunky, can't wait for MO to support fallout 4 |
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TanninOne
Nov 21, 2015
Owner
Update: I've been playing fo4 with the new vfs lib and a handful of mods for a few hours now and to my surprise it appears to be fully stable.
There are 2 known bugs in the lib that dont appear to affect the game but may become a problem with third party tools and support for 32-bit (for older games) is untested.
My build process is currently not succesfully building 2 of the mo plugins and doesnt create an installer yet.
Local savegames arent supported yet, neither are ini tweaks.
And i have yet to assign a license to the new lib.
i think we can live wirh some of that for now and the rest i should be able to fix soon so I estimate a first alpha in the next 1-2 days.
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Update: I've been playing fo4 with the new vfs lib and a handful of mods for a few hours now and to my surprise it appears to be fully stable. There are 2 known bugs in the lib that dont appear to affect the game but may become a problem with third party tools and support for 32-bit (for older games) is untested. My build process is currently not succesfully building 2 of the mo plugins and doesnt create an installer yet. Local savegames arent supported yet, neither are ini tweaks. And i have yet to assign a license to the new lib. i think we can live wirh some of that for now and the rest i should be able to fix soon so I estimate a first alpha in the next 1-2 days. |
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strangerism
Nov 26, 2015
well I was quite sure anyway. thanks for the clarification.
@NoShotz can you share your mod list?
strangerism
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Nov 26, 2015
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well I was quite sure anyway. thanks for the clarification. @NoShotz can you share your mod list? |
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NoShotz
commented
Nov 26, 2015
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@strangerism currently at school, will share when i get home |
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NoShotz
commented
Nov 26, 2015
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@strangerism These are the mods i have, http://pastebin.com/PEAjWwCU |
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strangerism
Nov 26, 2015
pretty much the same mods, I don't have any esp though.
Never had an issue with them since game released until last couple of days when everything went AWOL.
I had a weird occurrence where I was loading the game near USS Constitution and the water level of the river was way way below that normal to the point that boats were all floating mid air. How such thing could happen with just textures and sounds file I have no idea.
I recovered from it somehow but I don't remember how I did it. Yet I still had repeatable crashes zoning to Diamond city and nearby. Thankfully since I verified the game cache downloaded those files things are better now but I am playing just vanilla for the time being.
strangerism
commented
Nov 26, 2015
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pretty much the same mods, I don't have any esp though. Never had an issue with them since game released until last couple of days when everything went AWOL. I had a weird occurrence where I was loading the game near USS Constitution and the water level of the river was way way below that normal to the point that boats were all floating mid air. How such thing could happen with just textures and sounds file I have no idea. I recovered from it somehow but I don't remember how I did it. Yet I still had repeatable crashes zoning to Diamond city and nearby. Thankfully since I verified the game cache downloaded those files things are better now but I am playing just vanilla for the time being. |
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RERLTuna
Nov 27, 2015
Trying it out again, figured out I had plugins.txt as read only for some reason in my appdata, so that may have caused problems. I then figured out every time I enable/disable a mod(s) I have to restart MO for them to take affect or work correctly, then again it seems to be spotty that mods will even load at all if I restart MO. Will keep testing.
RERLTuna
commented
Nov 27, 2015
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Trying it out again, figured out I had plugins.txt as read only for some reason in my appdata, so that may have caused problems. I then figured out every time I enable/disable a mod(s) I have to restart MO for them to take affect or work correctly, then again it seems to be spotty that mods will even load at all if I restart MO. Will keep testing. |
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strangerism
Nov 28, 2015
I feel weird that MO needs to write plugins.txt in AppData, should't this file be taken care by the virtualization as well?
strangerism
commented
Nov 28, 2015
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I feel weird that MO needs to write plugins.txt in AppData, should't this file be taken care by the virtualization as well? |
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@NoShotz it's an alpha |
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strangerism
Nov 28, 2015
@Tannin I am aware just sprouting some thoughts :)
still I am am not clear if, at the moment, editing plugins.txt in AppData makes a difference or not.
strangerism
commented
Nov 28, 2015
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@Tannin I am aware just sprouting some thoughts :) still I am am not clear if, at the moment, editing plugins.txt in AppData makes a difference or not. |
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TanninOne
Nov 28, 2015
Owner
It should. Mo is currently just not applying the plugins.txt from its profile so the global one is used. I'll probably relase a new alpha tomorrow to fix this and several other issues that came up.
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It should. Mo is currently just not applying the plugins.txt from its profile so the global one is used. I'll probably relase a new alpha tomorrow to fix this and several other issues that came up. |
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WereWookiee
Nov 28, 2015
Hi! Love this program. Waiting for MO compatibility before I dig into modding fallout 4, after using it with FO3 and FONV it's simply indispensable.
I'm on Windows 7 x64 and when I try and launch fallout 4 using your mod organizer alpha it launches, barely gets to the title screen, then I crash to desktop.
Also, on launching Mod Organizer, I get this error window to popup:
"failed to initialize plugin C:/Games/Steam Games/steamapps/common/Fallout 4/Mod Organizer/plugins/pyCfg.py: An unexpected C++ exception was thrown in python code"
WereWookiee
commented
Nov 28, 2015
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Hi! Love this program. Waiting for MO compatibility before I dig into modding fallout 4, after using it with FO3 and FONV it's simply indispensable. I'm on Windows 7 x64 and when I try and launch fallout 4 using your mod organizer alpha it launches, barely gets to the title screen, then I crash to desktop. Also, on launching Mod Organizer, I get this error window to popup: "failed to initialize plugin C:/Games/Steam Games/steamapps/common/Fallout 4/Mod Organizer/plugins/pyCfg.py: An unexpected C++ exception was thrown in python code" |
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ThosRTanner
Nov 28, 2015
Contributor
That last as has been stated before is a known issue and nothing to worry about
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That last as has been stated before is a known issue and nothing to worry about |
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RestedWicked
Nov 29, 2015
like someone said up there, it's crashing with every large texture mod. other than that the virtualization seems to be working fine.
anyone got it to load with large mods? like texture optimization project (~5.5gb uncompressed currently)
game loaded for me with Optimized Vanilla Textures, nexus ID 1355. the mod is 787mb packed into a BSA
extracted the bsa, deleted some textures so the overall size would be around the same 787mb. game didn't load
edit: come to think of it, I don't even know if the bsa was loaded, since this version of MO doesnt handle BSAs. I actually didn't pay attention to any specific texture in that mod when I tested this
huehuehue
RestedWicked
commented
Nov 29, 2015
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like someone said up there, it's crashing with every large texture mod. other than that the virtualization seems to be working fine. game loaded for me with Optimized Vanilla Textures, nexus ID 1355. the mod is 787mb packed into a BSA extracted the bsa, deleted some textures so the overall size would be around the same 787mb. game didn't load edit: come to think of it, I don't even know if the bsa was loaded, since this version of MO doesnt handle BSAs. I actually didn't pay attention to any specific texture in that mod when I tested this |
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strangerism
Nov 29, 2015
I manage to load the Optimized Vanilla Texture bsa just like you, but as you said it's impossible to tell if the texture are loaded because they are the vanilla just optimized, At least it doesn't crash as it did with the loose files.
strangerism
commented
Nov 29, 2015
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I manage to load the Optimized Vanilla Texture bsa just like you, but as you said it's impossible to tell if the texture are loaded because they are the vanilla just optimized, At least it doesn't crash as it did with the loose files. |
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LawLeewer
Nov 29, 2015
@strangerism I'm pretty sure the OVT bsa is loading. My gaming was lagging pretty heavily before I loaded it, and the mod solved the problem.
LawLeewer
commented
Nov 29, 2015
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@strangerism I'm pretty sure the OVT bsa is loading. My gaming was lagging pretty heavily before I loaded it, and the mod solved the problem. |
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TanninOne
Nov 29, 2015
Owner
many of the reported issues should be fixed in alpha 2, please update the issues where things have changed.
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many of the reported issues should be fixed in alpha 2, please update the issues where things have changed. |
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RERLTuna
Nov 29, 2015
So far so good, still got the pyCfg.py error but thats fine. Everything else seems to be working out ok. Have not tried changing any of the inis through MO. Will report back once I do. Fantastic job Tannin. Keep up the great work!
RERLTuna
commented
Nov 29, 2015
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So far so good, still got the pyCfg.py error but thats fine. Everything else seems to be working out ok. Have not tried changing any of the inis through MO. Will report back once I do. Fantastic job Tannin. Keep up the great work! |
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strangerism
commented
Nov 29, 2015
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overall beta2 it has run smooth for me (Windows 10 x64). Great Success!! |
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pman11
commented
Nov 29, 2015
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Good job Tannin, keep it up. |
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pralima87
Nov 29, 2015
Testing alpha2 and is working quite well.
just a pyCfg.py error when the app starts but so far is working quite well.
pralima87
commented
Nov 29, 2015
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Testing alpha2 and is working quite well. |
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strangerism
Dec 6, 2015
Just a sticky, seems we don't need to change sResourceDataDirsFinal to enable loose files after all
Others have posted confirmation that doing so works as well
sResourceDataDirsFinal=
bInvalidateOlderFiles=1
(ref: http://afkmods.iguanadons.net/index.php?/topic/4316-fallout-4-useful-ini-settings/)
I wasn't unable to try yet as MO2 overrides the profile inis every time I launch the game and I am lazy enough now to go back to manual modding :)
strangerism
commented
Dec 6, 2015
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Just a sticky, seems we don't need to change sResourceDataDirsFinal to enable loose files after all Others have posted confirmation that doing so works as well (ref: http://afkmods.iguanadons.net/index.php?/topic/4316-fallout-4-useful-ini-settings/) I wasn't unable to try yet as MO2 overrides the profile inis every time I launch the game and I am lazy enough now to go back to manual modding :) |
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darksynth0
Dec 7, 2015
Please count me in for the Beta 2 testing.
http://www.nexusmods.com/fallout4/users/1191959/?
darksynth0
commented
Dec 7, 2015
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Please count me in for the Beta 2 testing. |
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J1mB091
Dec 7, 2015
The installation scrip NewDialog uses doesn't work with alpha 2.
Seems xml fomod scripts are working but cs ones don't.
Forcing the external fomod installer doesn't work either.
J1mB091
commented
Dec 7, 2015
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The installation scrip NewDialog uses doesn't work with alpha 2. |
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HaroldHearthrow
Dec 29, 2015
Fail Fallout 4 Executable Launch
Automatic Plugin Reset
Fix - Well At Least for Me.
1)Launch Steam & FO4-ModOrganizer(Admin)
2)Run "Fallout Launcher"
3)Set your preferences or settings. Then Save.
4)Exit Launcher
*All your plugins will automatically be unticked*
5)Right-click on the plugin box/area/space & Click 'Enable All Plugins'
6)Hover mouse to the left where the installed mods are displayed. Right-click the area and select 'Refresh'
7)Select Fallout 4, RUN, & Enjoy! Happy Modding.
If this helps, please comment back and yeah. Hope it helps.
HaroldHearthrow
HaroldHearthrow
commented
Dec 29, 2015
Fail Fallout 4 Executable LaunchAutomatic Plugin ResetFix - Well At Least for Me.
If this helps, please comment back and yeah. Hope it helps.
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Sharlikran
Jan 9, 2016
I am not sure where to ask this @TanninOne but will Mod Organizer be able to use 32 bit apps like FO4Edit or Wrye Flash. I know Wrye Flash will not be upgraded to a 64 bit app. Some of the libraries used with FO4Edit are 32 bit and the Delphi compiler needs all the libraries to be 64 bit in order to compile a 64 bit version. So FO4Edit probably won't become a 64 bit app either.
Sharlikran
commented
Jan 9, 2016
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I am not sure where to ask this @TanninOne but will Mod Organizer be able to use 32 bit apps like FO4Edit or Wrye Flash. I know Wrye Flash will not be upgraded to a 64 bit app. Some of the libraries used with FO4Edit are 32 bit and the Delphi compiler needs all the libraries to be 64 bit in order to compile a 64 bit version. So FO4Edit probably won't become a 64 bit app either. |
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Alpha 3 is up with many bugfixes (mostly internal to the vfs). |
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nekoyoubi
Jan 10, 2016
@TanninOne So I guess that's a no, for using the splash I made you, then? /sadface
nekoyoubi
commented
Jan 10, 2016
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@TanninOne So I guess that's a no, for using the splash I made you, then? /sadface |
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TanninOne
Jan 13, 2016
Owner
@nekoyoubi The splash you made looks very cool. The reason I'm not using it is that it's so fallout specific. One of the big themes in MO2 is the ability to support non-gamebryo games so I'm hoping for plugins for other games. Therefore I'd rather use a game-neutral splash. However, I'm also considering displaying different splashes depending on the selected game, but this is not currently implemented.
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@nekoyoubi The splash you made looks very cool. The reason I'm not using it is that it's so fallout specific. One of the big themes in MO2 is the ability to support non-gamebryo games so I'm hoping for plugins for other games. Therefore I'd rather use a game-neutral splash. However, I'm also considering displaying different splashes depending on the selected game, but this is not currently implemented. |
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nekoyoubi
Jan 14, 2016
Thanks for the response, and I understand completely. Just know that the Fallout-style was in homage of FO4 support, more so than an attempt to tie MO2 to it. But I do understand entirely, and <3 you all the same. ;p Though, now that you mention separate splashes for games, is that something that I may be able to help with by chance? Also, I'm a bit confused about your "non-gamebryo"-comment; didn't Bethesda drop Gamebryo when they made Creation?
nekoyoubi
commented
Jan 14, 2016
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Thanks for the response, and I understand completely. Just know that the Fallout-style was in homage of FO4 support, more so than an attempt to tie MO2 to it. But I do understand entirely, and <3 you all the same. ;p Though, now that you mention separate splashes for games, is that something that I may be able to help with by chance? Also, I'm a bit confused about your "non-gamebryo"-comment; didn't Bethesda drop Gamebryo when they made Creation? |
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TanninOne
Jan 14, 2016
Owner
Re splashes: sure. I'm no artist so I likely wont create thr splashes myself but include contributions. But please let me first verify its possible.
Re gamebryo: the engine covers many things: graphics, physics, file formats, scripting,... Bethesda changed the graphics and sctipting engine but the file formats (esps, bsas, save games) are practically the same for all these games and thus I can use the same code. Adding support for - say Witcher 3 - would require far more work then adding skyrim support did.
And previously this work would habe to happen in the mo core application which is rather complex.
With mo2 the goal is that everything one needs to support a new game can be done in plugins.
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Re splashes: sure. I'm no artist so I likely wont create thr splashes myself but include contributions. But please let me first verify its possible. Re gamebryo: the engine covers many things: graphics, physics, file formats, scripting,... Bethesda changed the graphics and sctipting engine but the file formats (esps, bsas, save games) are practically the same for all these games and thus I can use the same code. Adding support for - say Witcher 3 - would require far more work then adding skyrim support did. |
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DarthFalcon
Jan 18, 2016
Hi, I'm using the latest build and can't even make it to the main menu, with or without mods. It crashes immediately on the opening video. Are there any special tweaks I need to make? Running on Windows 10.
DarthFalcon
commented
Jan 18, 2016
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Hi, I'm using the latest build and can't even make it to the main menu, with or without mods. It crashes immediately on the opening video. Are there any special tweaks I need to make? Running on Windows 10. |
fdrobidoux commentedNov 11, 2015
When trying to link MO with the installation folder of Fallout 4, it does not detect it as a compatible game.
I know the game just came out yesterday, however there is no way I'm going to clutter its data folder with mods.