If you are seeing untranslated strings in MCM prefixed with dollar signs e.g. $MCM_Config, you need to enable loose file loading so that MCM can load its translation files.
Follow the steps listed on this page, under the "How To Enable Fallout 4 Mods > How to enable modding" section.
VORTEX user, make sure you can launch the f4se_loader.exe from the game installation folder beforehand! If the game is not open, Mod Config won't appear on the menu list. Yes, other mods can still work well simply by running directly from Vortex. But, MCM mod does not count
# Your best bet is to manually install F4SE and MCM to make it work (only copy-paste file, not difficult to do) # A conflicted/corrupted plugin will also prevent the Mod Config from appearing, so go to your game's installation folder. Then go to Data > F4SE > Plugins and delete everything inside. Next, launch the game through the f4se_loader.exe in-game installation folder OR Vortex f4se, the MCM mod will be detected # If launching from Vortex Fallout 4 Script Extender (f4se), make sure to set it as Primary MOD Config is only available in-game via the Pause menu (Esc) If it's still not working, then I don't know what else can make the MCM mod work with Vortex
FOR GOG VERSION (10.10.163) USING MOD ORGANIZER 2:
If F4SE is configured correctly, other mods work fine but MCM isn't showing up try the following:
In MO2, the F4SE launcher (top right of the UI by the big "Run" button) has a little drop-down arrow beside it. Click it, then select <Edit...> to open a new window (Modify Executables). Make sure F4SE is highlighted on the left, and on the right you will see an entry for Arguments. Enter -forcesteamloader in the box, click Apply then launch the game and see if MCM works now.
Hope the MA strongly considers adding this small but crucial bit of info to the mod description - a truly infuriating problem I would've never solved without QviPipe's OP.
What new fo4 update? If you mean the Next-Gen update (and/or the hotfix than came shortly after the NG update), which was about a year ago, then yes, it works fine. FO4 has not received any other update since then.
After a fresh FO4 install and using Vortex Mod Manager, this mod wasn't appearing at the top of the in-game pause menu. The reason was because I clicked the Vortex button on the mod's main page which downloads version 1.39 of the mod and that does NOT work with the current game version. If you find yourself in the same position just uninstall/remove the MCM mod in Vortex, go back to this mod page, click the files tab, click the mod manager download button on the Mod Configuration Menu 1.40 BETA 2 file, and make sure you're launching the F4SE executable via Vortex or from the game's install folder. Works fine for me now.
You precious beeing! I have spent the whole day trying to fix this with reinstalls of everything trying to place them anywhere just for the solution being so simple... Thank you for sharing!
thanks man this is THE FIX! all the other stufdf just doesnt add up nor is clearly stated. Thanks for this i finally have my flaoting dmg numbers again :D
Somehow I can't register a key to MCM, pressed a few times but it always flicked to NONE like i'm not doing anything. I'm on 1.10.980 and I'm trying to register some keys for the Side Aim Framework
I get a strange issue where the mod shows up, but the game freezes as soon as I click the 'Mod Config' button. Maybe something in the Fallout 4 folder needs to be accessible on my end? I'm not sure what the issue is. Currently verifying game integrity and reinstalling the mod...
F4SE works perfectly fine with every other mod I have.
Edit: Figured it out, the issue was with SCOURGE...which needs two separate mods to work in an efficient manner with MCM.
Hopefully this post helps anyone else with the freezing issue (if you're using SCOURGE, too).
Sorry for the late reply. (For anyone reading the following applies to SCOURGE users on the Next-Gen update).
First off I have MCM (the file on this mod page) installed manually and I'm using Mod Organizer 2. The MCM version I use is the beta-NG version from May 2024.
MCM Booster MCM Booster NG Cache Tweak for SCOURGE MCM Booster NG v1.1-beta2 MCM Booster NG v1.0
I have them all as separate mods in Mod Organizer 2, high in the load order after all my scripts and other engine-tweaks. Once you get in game (just the start of the game loading the character creator "Steamy Mirror Scene" you basically jump into the default pause menu and go to 'Mod Config' whereby MCM will freeze the game for about 4 minutes. Afterwards everything should work fine. I've tweaked maybe three to five different enemies (mostly late-game ones) and seen the stat changes I want take place.
Take note that you also need to edit the "settings.ini" and the "MCMBooster.ini" files to increase the booster cache. Look in the comments / posts on those mods and you should see the appropriate changes. There are some other major .ini edits you need to do for F4SE, like archive invalidation, the DIR-strings one, etc. but I think most people have those changes in effect already.
I still experience in-game crashes occasionally (every 2 hours of play and always after travelling about half the map on the overworld), but that could be a separate issue; just being fully honest with my experience by mentioning that. The long-ass / freezing from SCOURGE that I experienced while making this comment is completely gone. Without the following mods above I once had the game sit through 30 minutes of freezing because of past comments saying that SCOURGE and MCM take forever to load.
Having an issue with MCM crashing upon opening the configuration slash settings menu in the esc menu.
Well, CTD the whole game upon loading it, the mods. Anyone ran into this issue? It is not on a clean install, so it is defo some other mod f*#@ing with it.
I had quite a few mods on, finally made my \core\ mod setup perfect. then i wanted to add \content\ in terms of weapons, armor and power armor. So i did, maybe 30 mods of differing sizes. all works fine, it appears. But now my mcm doesent work, so i can assume its one of them, maybe. or related to installing this lot. Can someone tell me how i can track down the error without having to uninstall every single mod?
I\ve been using crash log scanner, which has worked before for me aswell. But it says
# LIST OF (POSSIBLE) PLUGIN SUSPECTS # - x-cell-ng2.dll | 7
however i doubt that its x/cell causing the issue.
it also says # Checking for BA2 Limit Crash............... SUSPECT FOUND! > Severity : 6 # ----- # Checking for *[Looks Menu Crash]........... SUSPECT FOUND! > Severity : 1 # ----- # Checking for *[Precombines Crash].......... SUSPECT FOUND! > Severity : 1 #
but i am not, on ba2 limit. so i think this is wrong. i have 75 something ba2 files, so its defo wrong.
looks menu and precombines i doubt its relevant either, cause its crashing on mcm settings menu loading the mods.
4632 comments
Follow the steps listed on this page, under the "How To Enable Fallout 4 Mods > How to enable modding" section.
Files->Optional files
it doesn't support vr controller fine but u can use it with keyboard
# Your best bet is to manually install F4SE and MCM to make it work (only copy-paste file, not difficult to do)
# A conflicted/corrupted plugin will also prevent the Mod Config from appearing, so go to your game's installation folder.
Then go to Data > F4SE > Plugins and delete everything inside. Next, launch the game through the f4se_loader.exe in-game installation folder OR Vortex f4se, the MCM mod will be detected
# If launching from Vortex Fallout 4 Script Extender (f4se), make sure to set it as Primary
MOD Config is only available in-game via the Pause menu (Esc)
If it's still not working, then I don't know what else can make the MCM mod work with VortexWork in Mod Organizer 2
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
in Tools>Tool Plugins>INI Editor>fallout4custom.ini
it solved the problem for me.
If F4SE is configured correctly, other mods work fine but MCM isn't showing up try the following:
In MO2, the F4SE launcher (top right of the UI by the big "Run" button) has a little drop-down arrow beside it. Click it, then select <Edit...> to open a new window (Modify Executables). Make sure F4SE is highlighted on the left, and on the right you will see an entry for Arguments. Enter -forcesteamloader in the box, click Apply then launch the game and see if MCM works now.
Hope the MA strongly considers adding this small but crucial bit of info to the mod description - a truly infuriating problem I would've never solved without QviPipe's OP.
I have spent the whole day trying to fix this with reinstalls of everything trying to place them anywhere just for the solution being so simple... Thank you for sharing!
is there anyway to fix this? 🤔
F4SE works perfectly fine with every other mod I have.
Edit: Figured it out, the issue was with SCOURGE...which needs two separate mods to work in an efficient manner with MCM.
Hopefully this post helps anyone else with the freezing issue (if you're using SCOURGE, too).
(For anyone reading the following applies to SCOURGE users on the Next-Gen update).
First off I have MCM (the file on this mod page) installed manually and I'm using Mod Organizer 2.
The MCM version I use is the beta-NG version from May 2024.
Then per a comment on the MCM Booster mod page...
(https://www.nexusmods.com/fallout4/mods/88181?tab=files)
...I have to use:
MCM Booster
MCM Booster NG Cache Tweak for SCOURGE
MCM Booster NG v1.1-beta2
MCM Booster NG v1.0
I have them all as separate mods in Mod Organizer 2, high in the load order after all my scripts and other engine-tweaks. Once you get in game (just the start of the game loading the character creator "Steamy Mirror Scene" you basically jump into the default pause menu and go to 'Mod Config' whereby MCM will freeze the game for about 4 minutes. Afterwards everything should work fine. I've tweaked maybe three to five different enemies (mostly late-game ones) and seen the stat changes I want take place.
Take note that you also need to edit the "settings.ini" and the "MCMBooster.ini" files to increase the booster cache. Look in the comments / posts on those mods and you should see the appropriate changes. There are some other major .ini edits you need to do for F4SE, like archive invalidation, the DIR-strings one, etc. but I think most people have those changes in effect already.
I still experience in-game crashes occasionally (every 2 hours of play and always after travelling about half the map on the overworld), but that could be a separate issue; just being fully honest with my experience by mentioning that. The long-ass / freezing from SCOURGE that I experienced while making this comment is completely gone. Without the following mods above I once had the game sit through 30 minutes of freezing because of past comments saying that SCOURGE and MCM take forever to load.
Hope this post somewhat helps.
Well, CTD the whole game upon loading it, the mods.
Anyone ran into this issue?
It is not on a clean install, so it is defo some other mod f*#@ing with it.
I had quite a few mods on, finally made my \core\ mod setup perfect. then i wanted to add \content\ in terms of weapons, armor and power armor.
So i did, maybe 30 mods of differing sizes. all works fine, it appears. But now my mcm doesent work, so i can assume its one of them, maybe. or related to installing this lot. Can someone tell me how i can track down the error without having to uninstall every single mod?
I\ve been using crash log scanner, which has worked before for me aswell. But it says
# LIST OF (POSSIBLE) PLUGIN SUSPECTS #
- x-cell-ng2.dll | 7
however i doubt that its x/cell causing the issue.
it also says
# Checking for BA2 Limit Crash............... SUSPECT FOUND! > Severity : 6 #
-----
# Checking for *[Looks Menu Crash]........... SUSPECT FOUND! > Severity : 1 #
-----
# Checking for *[Precombines Crash].......... SUSPECT FOUND! > Severity : 1 #
but i am not, on ba2 limit. so i think this is wrong. i have 75 something ba2 files, so its defo wrong.
looks menu and precombines i doubt its relevant either, cause its crashing on mcm settings menu loading the mods.
coffee money to whoever can help