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.
for Fallout 4 VR u can try this https://cdn.discordapp.com/attachments/354663002433388545/876390467351232532/MCM_VR.zip it doesn't support vr controller fine but u can use it with keyboard
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
Just wanted to add, this technique worked for me and my recent GOG install as I can access the MCM ingame now while it wasen't showing up before, however the text is somewhat glitchy. MCM is labeled $MOD_CONFIG and other smaller text oddities concerning MCM using this solution.
OK got it working using MO2. (GOG goty edition) so thanks to Neanka and moutonpigeon
1)not loading issue: you do need the -forcesteamloader in arguments on the FS4E. in MO2 click where you select the executable. choose edit. go to the fs4e section. and in the arguments box add the line -forcesteamloaderapply -> close -> run this will enable MCM to load in the game.
2)for the $game_config issue: this happens because loose files are not enabled. go to the ini editor (or manually find the folder) open the fallout4custom.iniand add the lines [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=and yeah. the last "=" is left without a value this will eliminate that weird text in mods.
this should have the MCM operational at least. still installing mods (was chasing achievements lol) so no idea if there are more issues. but so far it seems fine.
@hopp54 Click MO2 cogwheel icon (6th icon from top left), and it opens the modify executables window. Highlight the F4SE executable and the "Arguments" box will appear on the right. Btw the -forcesteamloader command fixed another F4SE dependent mod which wasn't working for me, so seems essential for GOG version. Many thanks to Neanka, moutonpigeon and elfdrow.
can someone post it on nexus, or update the link for VR - u can try this https://cdn.discordapp.com/attachments/354663002433388545/876390467351232532/MCM_VR.zip
for Fallout 4 VR u can try this https://cdn.discordapp.com/attachments/354663002433388545/876390467351232532/MCM_VR.zip it doesn't support vr controller fine but u can use it with keyboard
- can someone post it on nexus, or update the link?
It's because of the latest update on a modded game. F4SE is not compatible with the latest patch so we are stuck waiting until they graciously figure it out and update. MCM might also need an update since they title their updates based on game version.
You need to either install the F4SE exe and DLLs in the game folder manually, or use an addon for MO2 that allows you to install that as a normal mod and still work.
That's one reason why I don't use MO2. I just use Vortex. I can install F4SE (when it gets updated, thanks Bethesda) directly from Vortex/Nexus. No addons. Another reason: Holy hell it hurts my eyes to look at...
It is very simple to install F4SE when using MO2. Just download F4SE from their website (which is where the link goes under the Requirements tab) and read the readme. It says to move three files into your FO4 directory. Then inside MO2, you select F4SE from the dropdown menu.
If you want to double check it, then choose <Edit...> from the dropdown menu and ensure that the Binary line shows the path is to ...\Fallout 4\f4se_Loader.exe. You can also create your own path that leads to that and enter your own name in the Title line.
All that said is assuming that everything works, but F4SE is incompatible with the latest patch for FO4 from a couple of days ago so it will be a while until they fix it. In the meantime, we have to either wait, play mod-less, or follow a big rollback process which isn't totally intuitive and prevent the game from updating to the latest patch.
Vortex has had its fair share of problems. It used to cause lots of problems early on and no one recommended it. I'm not sure if that is still the case. MO was around for Skyrim so that's where I got used to it and a lot of modders use it and recommend over Vortex. A very short learning curve with a simple interface, so I have no idea why it hurts your eyes so much. Too bright? Then maybe change to a darker theme? There's a ton to choose from.
And I don't know what people are saying about addons. You literally just move three files into the game directory and run the game from the F4SE EXE file instead of the default Fallout 4 EXE inside MO2.
Howdy and I have a question. This would be considering I'm a beginner on what I'm about to ask with the update to fallout 4 and the the fallout 4 script extender now being broke and unable to use the mod config menu. How would I go about manually editing The fallout UI series so that I could be importing a layout for the fallout UI HUD? Similarly, how to config fallout UI maps to use the satellite map color as a couple of things that I would like to know. Thank you for your time and help on this.
Does anyone know if this works with ESPFE / ESL plugins? CallFunction doesn't seem to work because the formID is different when the game is loaded (i.e. FE008033)
Second question, does this mod work with script namespaces? Even with my plugin as an ESP I can't get calling a quest function to work (it works when called by other scripts and via console with CQF questname function)
3581 comments
QuickTrade by registrator2000
CCCleaner by Neanka
Wait Anywhere by shad0wshayd3
Weapon QuickSwap by registrator2000
Helmet Toggle by registrator2000
Auto Eat and Drink in Survival by wim95
Unlimited Survival Mode - F4SE by Kassent
NPC Level Scaling by Genamine
Transfer Settlements - Shareable Settlement Blueprints by cdante
Bullet Time - Slow Time by registrator2000
HoloTime by registrator2000
Screenshot Helper Hotkeys (MCM) by zoomah
Survival Options by Jekod
Hide Quests From Pipboy by vagonumero12
Toggleable Hightech Vision Modes by Jekod
The Wasteland Guardian by Neotropic
Knockout Framework by Seb263
Wastelander Barb Companion by Netherworks
Shei - Wolf Ally (Companion) by Netherworks
HUD Plus Plus by Kassent
Extended Dialogue Interface by reg2k and Neanka
What's Your Name by pra
More Attackers - Get Off My Buildzone by wim95
Crafting Highlight Fix by registrator2000
Courser Ghost-Spectre X-92 Mashup by r00stafarian and stonefisher
Immersive HUD - iHUD by Gopher
DYNAVISION - Dynamic Depth of Field by Gopher
PIP-Pad by the PimpCrew
Hardcore Mode ON by Wenderer
Floating Damage by Kassent
Tagging Assistant by jchamlin
Immersive Teleportation by pra
GET DIRTY (take a bath) by 7StarC
Level Cap by Wenderer
Player Head Tracking by Gargorias
Player Comments and Head Tracking by Gargorias
Zombie Walkers by joefor
Configurable Power Armor by RAWberry400
Turret Control Panel by KernalsEgg
Death Penalty - An immersive death mod by UltimateCoffee
MCM Weather Control by gargorias
Do get in touch if you've added MCM support to your mods and would like to be listed in this sticky post!
Follow the steps listed on this page, under the "How To Enable Fallout 4 Mods > How to enable modding" section.
u can try this https://cdn.discordapp.com/attachments/354663002433388545/876390467351232532/MCM_VR.zip
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.
This did not make MCM appear on the menu, though.
so thanks to Neanka and moutonpigeon
1)not loading issue:
you do need the -forcesteamloader in arguments on the FS4E.
in MO2 click where you select the executable. choose edit. go to the fs4e section. and in the arguments box add the line
-forcesteamloader
apply -> close -> runthis will enable MCM to load in the game.
2)for the $game_config issue:
this happens because loose files are not enabled.
go to the ini editor (or manually find the folder) open the fallout4custom.ini and add the lines
[Archive]
and yeah. the last "=" is left without a valuebInvalidateOlderFiles=1
sResourceDataDirsFinal=
this will eliminate that weird text in mods.
this should have the MCM operational at least.
still installing mods (was chasing achievements lol) so no idea if there are more issues.
but so far it seems fine.
happy modding ;)
Click MO2 cogwheel icon (6th icon from top left), and it opens the modify executables window.
Highlight the F4SE executable and the "Arguments" box will appear on the right.
Btw the -forcesteamloader command fixed another F4SE dependent mod which wasn't working for me, so seems essential for GOG version.
Many thanks to Neanka, moutonpigeon and elfdrow.
Thank you, kind strangers!
u can try this https://cdn.discordapp.com/attachments/354663002433388545/876390467351232532/MCM_VR.zip
it doesn't support vr controller fine but u can use it with keyboard
- can someone post it on nexus, or update the link?
Another reason: Holy hell it hurts my eyes to look at...
If you want to double check it, then choose <Edit...> from the dropdown menu and ensure that the Binary line shows the path is to ...\Fallout 4\f4se_Loader.exe. You can also create your own path that leads to that and enter your own name in the Title line.
All that said is assuming that everything works, but F4SE is incompatible with the latest patch for FO4 from a couple of days ago so it will be a while until they fix it. In the meantime, we have to either wait, play mod-less, or follow a big rollback process which isn't totally intuitive and prevent the game from updating to the latest patch.
Vortex has had its fair share of problems. It used to cause lots of problems early on and no one recommended it. I'm not sure if that is still the case. MO was around for Skyrim so that's where I got used to it and a lot of modders use it and recommend over Vortex. A very short learning curve with a simple interface, so I have no idea why it hurts your eyes so much. Too bright? Then maybe change to a darker theme? There's a ton to choose from.
And I don't know what people are saying about addons. You literally just move three files into the game directory and run the game from the F4SE EXE file instead of the default Fallout 4 EXE inside MO2.
script extender now being broke and unable to use the mod config menu.
How would I go about manually editing The fallout UI series so that I
could be importing a layout for the fallout UI HUD? Similarly, how to
config fallout UI maps to use the satellite map color as a couple of
things that I would like to know. Thank you for your time and help on
this.
Second question, does this mod work with script namespaces? Even with my plugin as an ESP I can't get calling a quest function to work (it works when called by other scripts and via console with CQF questname function)