nexus mod manadger how to remove fashion? (Fallout 4)
All kind time of day!I downloaded the build and mods installed on fallout 4 (license steam downloaded dls).But some mods don't work,mods put using nexus mod manadger . Tell me how to remove it?Albatrozzzz
in the main menu modification disable the mod first....and then, as said metaller... fashion we must first turn off to the correct distance
Albatrozzzz
Lots of mods , especially the graphics , which while installing replace the original game files its complete removal of these mods , the game can generally unhealthy . To temporarily disable the mod simply remove it from the list and download the file plugins.txt or to take his jackdaws in the list of mods NMM , the launcher and similar programs run , and to permanently remove or delete files all files of this mod in the DATA folder of the game , in subfolders of type Meshes , Scripts , Textures, etc. not to delete anything suggest .
Золотко555
Removed through the NNM provided that put through it. If you put the handles and remove the same.
nestrbob
To temporarily turn off enough in the file plugins.txt remove the * sign before the name of the mod file. Remove it from the file plugins.txt do not have.
nestrbob wrote:
Lots of mods , especially the graphics , which while installing replace the original game files its complete removal of these mods , the game can generally unhealthy .
The game already keeps their resources in archive files *.ba2. In the vanilla game DATA directory is the only subdirectory VIDEO. All the rest is from mods. So if MMOs are what vrdug not removed, can safely endure in the trash...
BlackTigerTK
Yes, I manually set...I find it easier for me to know where everything is...the Manager of the first fashion set ,certainly not tinkering with the files jabbed the button and everything,but I used to know where I was and what was installed so I demolished it and put handles
BlackTigerTK
Communicate what you want , but there is no guarantee that will load the saves .
Золотко555
Woźny a lot in the big mod. And if the installation still Konfiguracja under the selected parameters. Yes, it is possible to break in the file FOMod\ModuleConfig.xml and ratbert that where in any case, but this CBBE file with over 300 rows! Sit picking at it... don't see the point. The loss of time. When everyone can quickly and accurately:-) Yes, if there is no FOMod, then hands quickly, maybe even faster than using NMM.
nestrbob wrote:
Communicate what you want , but there is no guarantee that will load the saves .
It is not necessary to drive snowstorm. Initially it was about the directories
nestrbob wrote:
the type of Meshes , Scripts , Textures, etc.
no? If the mod is removed, and its tails is left, then delete them, it's perfectly legal. Again, quite often even the authors of mods recommended to remove completely the mod. To download the game. Thus if you load the save it will warn about missing fashion. Save again. And after that re-put the mod. If the game crash in the absence of the remote esp file, then there is a simple solution. Take the empty esp file is renamed to the desired esp is put to the end in the boot order. Loaded the game and immediately made a new save game. Further, the editor saves deleted nenujniy plugin which should be the last in the list. All.