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Verified (completed the intro quest and flew around a bit+tested the shells and console rooms) that it does work on the old version if you unpack the BSAs using this or another next gen compatible unpacker, if you don't unpack them the mod can't load as the BSAs are in the next gen only format.
Thanks for helping as best as you can. I think I'll stick with the old version since I see many complaints with this method in the posts section. I'm somewhat knowledgeable with modding, but I'm far from an expert. Thanks anyway.
That's why I grabbed the GOG version on sale. I already knew the update would mess up many things. They're planning on putting out another update to fix that update as well.
It appears the new version of the mod breaks any other addon mods as they seem to be looking for FWR.esp but the new file is .esm. Im going to see if changing it in fo4edit helps.
UPDATE: I seem to have solved the issue. I haven't tested it in game yet however but LOOT is satisfied and detects it for the other addons now. FO4Edit didn't have an option to change to esp, so heres what I did in case anyone has the same issue:
1. Download this: https://www.nexusmods.com/fallout4/mods/379?tab=description 2. Manual download Fallout Who Regenerated. 3. Unzip both of the archives 4. Run the translator and open FWR.esm in it. (Not from data folder though, do it on desktop or somewhere else) 5. Click save up the top left corner and put .esp as the file extension. 6. Drag FWR.esp into your fallout 4 data folder (by default it is here if using steam: C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data) AND the other files from the FWR mod archive (textures etc) 7. Rerun LOOT if your using it and see if the addons show as detecting the new .esp file. 8. Done
Its a patchwork fix but hopefully it works. Perhaps the author would change it back to .esp if he wills it? Alternatively, perhaps you could use an older version of this mod if this doesn't work. (scratch that they are no longer available) You could also try directly renaming the .esm file to .esp
Extra note: If you want the mod to show up in vortex you can rezip the new .esp file back into an archive and use the install from file in vortex. Just make sure it has all the other original files in it too apart from the original .esm.
Thank you. I'll give it a shot. But on a new game, I'm morally certain this'll bork my existing TARDIS. I'll just tuck the previous version away somewhere.
To do it with FO4Edit you must load the esm, open the esm's record tree and click "File Header" in the left pane, then in the right pane open up "Record Header" at the top, double click "Record Flags", uncheck "ESM", save, exit, and rename the file to FWR.esp
The transition to .esm was purposeful and intended to improve addon compatibility going forwards. Add-on makers will need to adapt to the new format as all future versions will release as .esm.
No joy. Tried all of the methods mentioned, and nothing worked; with varying levels of failure.
Let's be frank, Bethesda deliberately bitchslapped every mod author and mod user with this so-called "update". Disallowing any backwards compatability just shows how much esteem they hold for the modding community that has worked for literally decades to fix and improve thier busted shite across multiple titles.
Thus ends an era. I will not buy a Bethesda game again.
Glad you guys are back, but are you going to make this backwards compatible? The next gen update destroyed mod lists and it's not worth removing every single mod, updating to the next gen and installing this, as good as it is.
Just Crashes my game sadly due to the file not being .esp is a huge shame as i love this mod and the one for new vegas hopefully the mod author updates it?
ive been playing this on my xbox though the game's built in mod manager, and i've loved it, however it has updated, the mod not the game, and even though its enabled, its grayed out and not active. and the other mods i have for it like the remote to summon the tardis don't see the mod is installed and wont enable because of it. tried it on my copy on the computer, the nexus version seems to work but just like on xbox the mod in the games own mod manager enables, but the checkmark is grayed out and mods requiring FWR doesn't see its installed. any ideas on what i could be doing wrong?
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Cheers,
Cook
way to break things even more.
UPDATE: I seem to have solved the issue. I haven't tested it in game yet however but LOOT is satisfied and detects it for the other addons now. FO4Edit didn't have an option to change to esp, so heres what I did in case anyone has the same issue:
1. Download this: https://www.nexusmods.com/fallout4/mods/379?tab=description
2. Manual download Fallout Who Regenerated.
3. Unzip both of the archives
4. Run the translator and open FWR.esm in it. (Not from data folder though, do it on desktop or somewhere else)
5. Click save up the top left corner and put .esp as the file extension.
6. Drag FWR.esp into your fallout 4 data folder (by default it is here if using steam: C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data) AND the other files from the FWR mod archive (textures etc)
7. Rerun LOOT if your using it and see if the addons show as detecting the new .esp file.
8. Done
Its a patchwork fix but hopefully it works. Perhaps the author would change it back to .esp if he wills it?
Alternatively, perhaps you could use an older version of this mod if this doesn't work. (scratch that they are no longer available) You could also try directly renaming the .esm file to .esp
Extra note: If you want the mod to show up in vortex you can rezip the new .esp file back into an archive and use the install from file in vortex. Just make sure it has all the other original files in it too apart from the original .esm.
UPDATE: I can confirm it works in game on my end
The transition to .esm was purposeful and intended to improve addon compatibility going forwards. Add-on makers will need to adapt to the new format as all future versions will release as .esm.
Let's be frank, Bethesda deliberately bitchslapped every mod author and mod user with this so-called "update". Disallowing any backwards compatability just shows how much esteem they hold for the modding community that has worked for literally decades to fix and improve thier busted shite across multiple titles.
Thus ends an era. I will not buy a Bethesda game again.