alt3rn1ty Posted March 21, 2016 Share Posted March 21, 2016 There is a new part of Bethesda forums opened up for Automaton, but no sign of the DLC in steam from my Season Pass http://forums.bethsoft.com/forum/340-pc/ Link to comment Share on other sites More sharing options...
sonicadam132 Posted March 21, 2016 Share Posted March 21, 2016 It's not out yet, it's out on the 22nd which is tomrrow. Link to comment Share on other sites More sharing options...
Zaldir Posted March 21, 2016 Share Posted March 21, 2016 It'll be out at Midnight according to Hines. Link to comment Share on other sites More sharing options...
VaultDuke Posted March 21, 2016 Author Share Posted March 21, 2016 Three more hours! Link to comment Share on other sites More sharing options...
sonicadam132 Posted March 21, 2016 Share Posted March 21, 2016 Lucky, i have to wait 4 more, oh well still earlier than America Link to comment Share on other sites More sharing options...
InsanePlumber Posted March 22, 2016 Share Posted March 22, 2016 Beth... Beth Never Changes DLCRobot.esm ITMs (46) Removing: GRUP Exterior Cell Sub-Block -3, -1 Removing: GRUP Exterior Cell Sub-Block -4, -1 Removing: GRUP Exterior Cell Sub-Block -3, -2 Removing: GRUP Exterior Cell Sub-Block -4, -2 Removing: [NAVM:0022D13F] (in GRUP Cell Temporary Children of [CELL:0000E45C] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -26,-2)) Removing: [REFR:00134558] (places TreeElmUndergrowth01Static "Elm Sapling" [STAT:000D9CAA] in GRUP Cell Temporary Children of FortHagenSatelliteArrayExt [CELL:0000E43A] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -25,-1)) Removing: [REFR:001A55EB] (places Satellite01 [STAT:00125B03] in GRUP Cell Temporary Children of FortHagenSatelliteArrayExt [CELL:0000E43A] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -25,-1)) Removing: [REFR:00215906] (places TreeElmTree01Static "Elm Tree" [STAT:000D9CA7] in GRUP Cell Temporary Children of WattzExt01 [CELL:0000DF5E] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -2,5)) Removing: [NAVM:0021BFF2] (in GRUP Cell Temporary Children of WattzExt01 [CELL:0000DF5E] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -2,5)) Removing: [NAVM:0021C740] (in GRUP Cell Temporary Children of WattzExt01 [CELL:0000DF5E] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -2,5)) Removing: [REFR:00138086] (places RuralRoad3Way01 [STAT:000219B3] in GRUP Cell Temporary Children of DLC01Caravan [CELL:0000DF5D] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,5)) Removing: [REFR:0017E543] (places DeadShrub03 [STAT:00133855] in GRUP Cell Temporary Children of DLC01Caravan [CELL:0000DF5D] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,5)) Removing: [NAVM:00249B0F] (in GRUP Cell Temporary Children of BostonAirportExt16 [CELL:0000E036] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,-1)) Removing: [NAVM:00232210] (in GRUP Cell Temporary Children of [CELL:0000F6B7] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 9,0)) Removing: [NAVM:00232215] (in GRUP Cell Temporary Children of [CELL:0000F6B7] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 9,0)) Removing: [REFR:0013F9AF] (places DecoMainA2x1Wall01 [STAT:0011AA5D] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Removing: [REFR:0013F98C] (places DecoMainA1x2Wall02 [STAT:00031878] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Removing: [REFR:0013F98F] (places DecoMainA1x2Wall02 [STAT:00031878] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Removing: [REFR:00142F7E] (places TrashPileWall02 [STAT:0008B5F5] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Removing: [NAVM:0019067A] (in GRUP Cell Temporary Children of [CELL:0000DBFA] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 9,1)) Removing: [NAVM:002306A5] (in GRUP Cell Temporary Children of [CELL:0000DBFA] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 9,1)) Removing: [NAVM:0022F1A5] (in GRUP Cell Temporary Children of [CELL:0000DBF9] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,1)) Removing: [NAVM:00190684] (in GRUP Cell Temporary Children of [CELL:0000DBDA] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,2)) Removing: [NAVM:00230699] (in GRUP Cell Temporary Children of DNPrimeBridge01 [CELL:0000DBBC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 9,3)) Removing: [REFR:00039A27] (places FenceChainlink01 "Fence" [STAT:00001E1B] in GRUP Cell Temporary Children of EastBostonPrepSchoolExt [CELL:0000DBBB] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,3)) Removing: [NAVM:0022F437] (in GRUP Cell Temporary Children of DNPrimeBridge02 [CELL:0000DB9C] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,4)) Removing: [NAVM:0022F911] (in GRUP Cell Temporary Children of [CELL:0000DB9B] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 11,4)) Removing: [NAVM:0021BFF3] (in GRUP Cell Temporary Children of [CELL:0000DF5C] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 0,5)) Removing: [REFR:000D3D75] (places IndMetalDoorLoad01 "Door" [DOOR:00018C8B] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]) at 4,-8) Removing: REUrban [SMBN:00224A47] Removing: WorkshopScriptEvents [SMBN:0004643F] Removing: RENonUrban [SMBN:00224A48] Removing: REMainBranch [SMBN:00224A46] Removing: DN054Eyebot "Peepers" [NPC_:000BB1F9] Removing: WorkshopTurretSpotlight "Spotlight" [NPC_:0022B18D] Removing: FollowersCompanionDismissMessage [MESG:00078592] Removing: GenAtomicsBuilding [LAYR:0019894F] Removing: ap_Bot_BotCore "Torso" [KYWD:00249E47] Removing: ap_Bot_BotLegs "Legs" [KYWD:00249E48] Removing: HandyInitializeGraphToBaseStateRoot [IDLE:00036944] Removing: DN049_VendorChest_Outlet "Chest" [CONT:00157BFE] Removing: GRUP Interior Cell Sub-Block 8 Removing: GRUP Interior Cell Sub-Block 0 Removing: [REFR:0009B4B2] (places DefaultSetStageTrigger [ACTI:0003251C] in GRUP Cell Temporary Children of GeneralAtomicsFactory01 "General Atomics Factory" [CELL:0004280D]) Removing: [REFR:001083ED] (places PackageLocationPrimitive [ACTI:00098163] in GRUP Cell Persistent Children of GeneralAtomicsFactory01 "General Atomics Factory" [CELL:0004280D]) Removing: GRUP Interior Cell Sub-Block 9 [Removing "Identical to Master" records done] Processed Records: 49337, Removed Records: 46, Elapsed Time: 00:00 DLCRobot.esm UDRs (38) Undeleting: [ACHR:0023E55A] (places LvlSentryBot_LevelGated [NPC_:00239F52] in GRUP Cell Temporary Children of FortHagenSatelliteArrayExt02 [CELL:0000E439] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -24,-1)) Skipping: [NAVM:00249709] (in GRUP Cell Temporary Children of FortHagenSatelliteArrayExt [CELL:0000E43A] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -25,-1)) Undeleting: [ACHR:00197B2C] (places LvlYaoGuai [NPC_:000B3D7E] in GRUP Cell Temporary Children of [CELL:0000E419] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -25,0)) Undeleting: [ACHR:00197B30] (places LvlYaoGuai [NPC_:000B3D7E] in GRUP Cell Temporary Children of [CELL:0000E419] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -25,0)) Undeleting: [REFR:0013F9BB] (places DecoBaseA1x1Wall01 [STAT:000BFEA0] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:0014294B] (places DecoMainA1x1Wall01Full01 [STAT:000FCE4D] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:0014294C] (places DecoMainA1x1Wall01Full01 [STAT:000FCE4D] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:0014294D] (places DecoMainA1x1Wall01Full01 [STAT:000FCE4D] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:0014294E] (places DecoMainA1x1Wall01Full01 [STAT:000FCE4D] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:00142951] (places BldgShellFloorConcrete01Full [STAT:00057D37] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:00142952] (places BldgShellFloorConcrete01Full [STAT:00057D37] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:00142953] (places BldgShellFloorConcrete01Full [STAT:00057D37] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:00142954] (places BldgShellFloorConcrete01Full [STAT:00057D37] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:00142F63] (places TrashPileCorIn01 [STAT:0008B648] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:001431EC] (places TrashEdge01 [STAT:0008A5D7] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:001431ED] (places TrashEdge03 [STAT:0008B5FD] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:001431EE] (places TrashEdge04 [STAT:0008B618] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:001431EF] (places TrashEdge04 [STAT:0008B618] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:001431FE] (places TrashEdge04 [STAT:0008B618] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:0013F975] (places DecoMainA1x1Cor02 [STAT:00031855] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:0013F979] (places DecoMainA1x1Win07Full02 [STAT:0007C60C] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:0013F988] (places DecoMainA2x1ArchFull01Win03 [STAT:0004AB31] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:0013F989] (places DecoMainA2x1ArchFull01 [STAT:000A123C] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:00143204] (places TrashEdge01 [STAT:0008A5D7] in GRUP Cell Temporary Children of DLC01LairExt [CELL:0000E017] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,0)) Undeleting: [REFR:0013F9DC] (places DecoAddAwningA1x1Str01 [STAT:00050C21] in GRUP Cell Temporary Children of [CELL:0000DBF9] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,1)) Undeleting: [REFR:0013F9AE] (places DecoMainA1x1Wall01 [STAT:00031853] in GRUP Cell Temporary Children of [CELL:0000DBF9] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,1)) Undeleting: [REFR:0013F995] (places DecoMainA1x1Win07Full02 [STAT:0007C60C] in GRUP Cell Temporary Children of [CELL:0000DBF9] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,1)) Undeleting: [REFR:0013F9BE] (places DecoBaseA1x1Wall01 [STAT:000BFEA0] in GRUP Cell Temporary Children of [CELL:0000DBF9] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,1)) Undeleting: [REFR:0013F9BF] (places DecoBaseA1x1Wall01 [STAT:000BFEA0] in GRUP Cell Temporary Children of [CELL:0000DBF9] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,1)) Undeleting: [REFR:0013F9C0] (places DecoBaseA1x1Wall01 [STAT:000BFEA0] in GRUP Cell Temporary Children of [CELL:0000DBF9] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,1)) Undeleting: [REFR:0009F63C] (places PlywoodDoor01 [STAT:0002F3BF] in GRUP Cell Temporary Children of EastBostonPrepSchoolExt [CELL:0000DBBB] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,3)) Undeleting: [REFR:000A5731] (places Bramble03 [STAT:0013384F] in GRUP Cell Temporary Children of EastBostonPrepSchoolExt [CELL:0000DBBB] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 10,3)) Undeleting: [REFR:00197B2D] (places PatrolIdleMarker [IDLM:00002CE2] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C])) Undeleting: [REFR:00197B2F] (places YaoGuaiSleepOnGround [FURN:00190CB8] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C])) Undeleting: [REFR:00197B31] (places PatrolIdleMarker [IDLM:00002CE2] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C])) Undeleting: [REFR:00197B33] (places YaoGuaiSleepOnGround [FURN:00190CB8] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C])) Undeleting: [REFR:0019379D] (places ACUnit01_Dest [MSTT:00192550] in GRUP Cell Temporary Children of QASmoke "Tunnels" [CELL:0001F7A9]) Undeleting: [REFR:0019379C] (places Bld01FreeBrickBRes01 [STAT:00019D92] in GRUP Cell Temporary Children of QASmoke "Tunnels" [CELL:0001F7A9]) Undeleting: [REFR:0002329E] (places Bld01AddPorchBrickB01 [STAT:00022B22] in GRUP Cell Temporary Children of QASmoke "Tunnels" [CELL:0001F7A9]) [Undeleting and Disabling References done] Processed Records: 49291, Undeleted Records: 38, Elapsed Time: 00:02 Well, that was not enough, so throw a One additionally free deleted NavMeshes. 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fireundubh Posted March 22, 2016 Share Posted March 22, 2016 Could be worse. Oh. Link to comment Share on other sites More sharing options...
alt3rn1ty Posted March 23, 2016 Share Posted March 23, 2016 @ insaneplumber & dubh I just pm'd a link to both your xEdit results to staff, they are currently looking at a bunch of my saves reference ctd's ( continued game from before Automatron which is un-modded, getting CTDs after introducing Automatron to the setup .. and playing onwards ) I think Bethesda can no longer get away with their buggy CK, its causing missing reference issues embedded in save games for ongoing games even just with their own content Link to comment Share on other sites More sharing options...
Arthmoor Posted March 23, 2016 Share Posted March 23, 2016 Best hope they've changed their policy of never patching DLC then, because if they haven't, then the UFO4P has a lot of work to do JUST to repair that mess. Link to comment Share on other sites More sharing options...
alt3rn1ty Posted March 23, 2016 Share Posted March 23, 2016 Best hope they've changed their policy of never patching DLC then, because if they haven't, then the UFO4P has a lot of work to do JUST to repair that mess. http://forums.bethsoft.com/topic/1598644-a-lot-of-crashing-after-completing-quest/#entry25086818 Fingers crossed Link to comment Share on other sites More sharing options...
fireundubh Posted March 23, 2016 Share Posted March 23, 2016 @ insaneplumber & dubh I just pm'd a link to both your xEdit results to staff, they are currently looking at a bunch of my saves reference ctd's ( continued game from before Automatron which is un-modded, getting CTDs after introducing Automatron to the setup .. and playing onwards ) I think Bethesda can no longer get away with their buggy CK, its causing missing reference issues embedded in save games for ongoing games even just with their own content There are similar problems in Fallout4.esm. edit: Here's a list of errors in Fallout4.esm. Link to comment Share on other sites More sharing options...
zilav Posted March 23, 2016 Share Posted March 23, 2016 First, I don't recommend to clean any FO4 plugins with the current FO4Edit version. Second, probably a half of those errors are not errors at all, just a lack of proper definitions in FO4Edit. Link to comment Share on other sites More sharing options...
fireundubh Posted March 23, 2016 Share Posted March 23, 2016 Second, probably a half of those errors are not errors at all, just a lack of proper definitions in FO4Edit. All of the missing quest alias and quest stage warnings reported by xEdit are definitely errors. I've been going through one-by-one, verifying, and creating fixes where I'm willing to bother. Now, many of these errors are unused properties or associated with cut content, but there are a ton of issues that prevent dialogue from showing, scenes from playing, and NPCs from appearing. And, if you play with the Papyrus log loaded in BareTail on another monitor, you'll just start crying. So many bugs. Link to comment Share on other sites More sharing options...
zilav Posted March 23, 2016 Share Posted March 23, 2016 Probably a rushed release, who knows. God I miss old times were addons were truly expansions instead of smaller bugged DLCs. Link to comment Share on other sites More sharing options...
InsanePlumber Posted March 23, 2016 Share Posted March 23, 2016 (edited) First, I don't recommend to clean any FO4 plugins with the current FO4Edit version. Checking the ITM and UDR I done out of curiosity, I will not use them to play. I'm not going to use "Automatron DLC" if Beth did not fix, or (what I think is more likely) unoficial patch fix. Before installing "Automatron DLC" game stable as a rock, after installing CTD chases CTD. No DLC ~2 CTD ~200 hours of gameplay. With Automatron DLC ~30 CTD ~20 hours of gameplay. >>> The problem was a UI mod SWF file I found a workaround for this problem. <<< Probably a rushed release, who knows. All files from a beta tests are exactly the same (binary comparison) as the files that were released as "ready version". None from Beta testing has been corrected. It comes to my mind following question. If Beth can not create properly small DLC as Atomatron what will happen in the future. :scared: It was the first and last time in my life when I bought the "season pass". (I did not do this even for Witcher 3) Thank you Beth for confirm to me earlier convictions. Buy game Only When all DLC and pathes are incorporated in a single package like Fallout 3 GOTY. Edited March 31, 2016 by InsanePlumber Link to comment Share on other sites More sharing options...
fireundubh Posted March 23, 2016 Share Posted March 23, 2016 Probably a rushed release, who knows. God I miss old times were addons were truly expansions instead of smaller bugged DLCs. I would bet on a rushed release. Skyrim was rushed, too, but the accelerated release schedule for Fallout 4 was obvious from the incredibly short and immediate launch campaign. Link to comment Share on other sites More sharing options...
Roy Batty Posted March 28, 2016 Share Posted March 28, 2016 Not a single crash for me (yay). Then again I don't use any mods other than Cipscis' dialogue mod presently. Exactly where are you getting crashes? @zilav: Those days are long gone my friend. Link to comment Share on other sites More sharing options...
Arthmoor Posted March 28, 2016 Share Posted March 28, 2016 Maybe Far Harbor will satisfy that desire? Link to comment Share on other sites More sharing options...
fireundubh Posted March 29, 2016 Share Posted March 29, 2016 So, I'm pretty sure that Quick Save/Quick Load can break ActiveMagicEffect scripts. The properties on those scripts do not persist after quick loading while the scripts continue to run, flooding the Papyrus log with None errors. However, after the first encounter with this issue, I've been unable to reproduce this issue in the 10 or so tests I ran with Auto Loot. Also, scripts and AI begin to process after quick loading but before you have control. That can be a problem and not just because you may have quick saved just before a combat encounter. Oh, and !Utility.IsInMenuMode() and Game.IsMovementControlsEnabled() are important bools to check if you have a script that's constantly running; otherwise, bad things can happen during a loading screen or other transition, which is weird to say the least. In an older version of Auto Loot, I actually auto looted hundreds of copies of, I guess, whatever item was rotating on the loading screen while exiting Vault 111. #SoManyBugs Link to comment Share on other sites More sharing options...
InsanePlumber Posted March 29, 2016 Share Posted March 29, 2016 Have any noticed that the "quick save" (even those made in the main menu and done in exactly the same time/situation) is always about ~2MB bigger than "hard save"? @Roy Batty Some ~90 percent of the CTD mainly in near or in Automatron Lair. @Artthmoor I'm counting on it, for me Nick Valentine is best made NPC in the entire game. Link to comment Share on other sites More sharing options...
InsanePlumber Posted March 29, 2016 Share Posted March 29, 2016 Fallout 4’s All New Survival Mode Most of the changes in Survival Mode I like. But no possibility to use the console in Survival Mode WTF Beth! (what Idiot "invented it") As I will want to cheat I make plugin adding a container with everything that I want. After all, sometimes we have to use the console to fix that which you apparently do not know how to fix. Link to comment Share on other sites More sharing options...
fireundubh Posted March 30, 2016 Share Posted March 30, 2016 In v1.5, mods are apparently disabled, and not just for Survival Mode. The game is also ignoring changes to Fallout4.ini. Link to comment Share on other sites More sharing options...
InsanePlumber Posted March 30, 2016 Share Posted March 30, 2016 (edited) The game is also ignoring changes to Fallout4.ini.With the mods have not checked, but my Custom Fallout4.ini still works. Edited March 30, 2016 by InsanePlumber Link to comment Share on other sites More sharing options...
fireundubh Posted March 30, 2016 Share Posted March 30, 2016 With the mods have not checked, but my Custom Fallout4.ini still works. Fallout4Prefs.ini then? All I know is that my HUD is green now. Maybe that was the launcher's doing? I rolled back, anyway. Link to comment Share on other sites More sharing options...
InsanePlumber Posted March 30, 2016 Share Posted March 30, 2016 ... Maybe that was the launcher's doing? ...Definitely. I use this thing only when the game has been updated to generate a new ini. Then I remove it from game folder that do not reset my settings. I look forward to F4SE for 1.5.141 Playing for me without F4SE is impossible (CustomControlMap and omission of Fallout4Launcher) Link to comment Share on other sites More sharing options...
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