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Fallout 4 Support


rmm200
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Question

Fallout 4 launches in 3 days.

Even though there are no mods available - I would like to get started the right way - which means running under Mod Manager.

Any tips for running this new Fallout under the latest Mod Manager - or are the paths and executables hard coded?

 

Any schedule for official support?


 

 

Lets keep this topic specific to FO4. General MO2 discussion can be found here: https://forum.step-project.com/topic/9377-mod-organizer-2-discussion-and-feedback/

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I'll just chime in here, but considering the horsepower of the above posters I'm sure I'm out of my depth. 

 

I would love to be able to use MO straight from the start of FO4, but given the current limitations mentioned above, it is unlikely.  Now... does Tannin have some big announcement upcoming?

My heart would love to say, "YES, PLEASE!" But, my brain tells me that just like the guys at Silverlock.org, he has to wait to see the game files/structure fully before work can begin.

 

So for the time being, we'll have to "make do" with NMM.

Edited by DirtyWeasel
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Tannin, as I understand it, has been working on making MO 64-bit compatible. There is a lot of work he can do to simply convert the program to 64-bit architecture and then when the game releases and he has it, he can do the game-specific work to add the game to MO. How much of the pre-work he's done? Who knows!? I've been waiting for quite a while just for the next update that will fix an issue in the FOMOD installer. Seems like things are slow, but who knows. He's hasn't released much about his plans in a good while.

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The ability to launch a 64 bit executable looks like the first hurdle, and the one I would expect to come first.

 

If anyone needs testers / reviewers, etc. - keep us in mind.

There is an awful lot of programming experience floating around out here.

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MO is open source so you can check it out on github. https://github.com/TanninOne

Well I can download it and look at it.

For the life of me, I can't even see why ModOrganizer would have to change to launch a 64 bit executable, or be a 64 bit application itself.

It is not like it is being linked with the target. ShellExec (for launching) does not care about the architecture.

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Well I can download it and look at it.

For the life of me, I can't even see why ModOrganizer would have to change to launch a 64 bit executable, or be a 64 bit application itself.

It is not like it is being linked with the target. ShellExec (for launching) does not care about the architecture.

It's no so much the "launching" being the issue, more of the "hooking" of the executables to see the VFS. They have to be tricked in to seeing paths and files in different locations than what they really are, that's the tricky bit.

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It's no so much the "launching" being the issue, more of the "hooking" of the executables to see the VFS. They have to be tricked in to seeing paths and files in different locations than what they really are, that's the tricky bit.

Thanks - that helps. Makes a lot more sense now. Makes it a lot less likely that I could do anything useful too.

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There is no MOFO4 you! (I win on the terrible front)

 

At least until Tannin upgrades MO to 64-bit, which I think he has in his "long term" plans.

That's damn good!

Don't out-stage me again, it's all I have left to make people cringe! You feel me punk?!

 

 

Maybe Fallout 4 will be made in such a way that you don't need a mod manager. Just drop the files in a mods folder and forget about it.

 

Except I doubt Bethesda would be that kind.

I can't tell if this is great sarcasm or great stupidity. Either way it's a 10 from me!

Edited by Guest
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