Update 3-28-2020: For whatever reason, this just won't compile correctly so I just use Archive2.exe to extract new mods to an empty Data Folder then use Archive2 to open either the MM_Tex.ba2 or the MM_Arc2.ba2 and add the extracted folders to them, this updates those files with the new content and you don't need to edit the .ini files
For anyone having issues with this Mod Manager not creating the MM_Arc2.ba2, MM_Tex.ba2, and MM_StUp.ba2 files you need to install Visual C++ Redistributable for Visual Studio 2012 Update 4 vcredist_x64.exe for 64 Bit or vcredist_x86.exe for 32 Bit or the Compiler won't load!
Download From here https://www.microsoft.com/en-us/download/details.aspx?id=30679
Be aware you may not have all three of those files if you do not have the file types they are designed for i.e. if no string files there won't be a MM_StUp.ba2 so if you do have any of the three files then you already have the Visual Basic files installed
Update: 9 August 2019 This Mod Manager will only affect the sResourceArchive2List = and the sResourceStartUpArchiveList= lines so anything you manually add to any other section will be left alone such as
[General] bSkipSplash=1
Also if you have a Mod with Load Order issues I would just not check that mod in the manager and instead manually enter it on the sResourceIndexFileList = line as Bethesda is only using 197 Characters in that line at this time. If that still fails to load that mod you can manually add it after the MM_Tex.ba2 and MM_Arc2.ba2 on the sResourceArchive2List = to ensure it is loaded last but you will need to manually update the Fallout76Custom.ini after each time you recompile a new mod with this Manager, also as Bethesda is already using most of the Character limit for that line so you may need to rename it as short as possible such as 1.ba2
As Cloudy01 does not play Fallout76 as much anymore unless something major breaks there most likely won't be a new version anytime soon, but as I do Play often and do use this manager if it Breaks I will make sure he knows
Instructions for adding loose files into this Mod Manager
1. Create a working Folder anywhere in your system and in that Folder create a folder called Data. 2. Copy the loose files into this Data Folder using the correct folder structure i.e. Textures\Clothes\TShirtSlacksPrewar_d.DDS if the mod has other folders such as Meshes create them as well. 3. Hit the Compile Mod button in the manager, and in the window that appears point into the Data Folder in your working Directory. 4. Enter a Name for your Mod, it will be automatically created in your actual Game\Data folder. 5. Allow the Mod Manager to combine your new mod into the active files which will place the file types in the correct .BA2 files. 6. Start the Game and Check your new mod is working. Have Fun!
Between Oct 1 2021 and Oct 2 2021 most of my texture mods have just STOPPED working. Glowing items, retextured stash boxes, lockpick bar, and more just aren't working now. Everything seems to be working/compiling as usual, but not changing things in game.
Same here but I got mine working again by making a couple of changes to fallout76custom.ini First I deleted the line sResourceStartUpArchiveList=MM_StUp.ba2 Then I added for the last line in the [Archive] section bInvalidateOlderFiles=1
Hi, first of all, thank you very much for the great work, it's one of my favorites. I have a report, especially about the configuration files:
C:\...\My Games\Fallout 76
When installing a game through Steam, it is actually "Fallout76", but when installing it through the Xbox app on Windows, the game file is not "Fallout76" but rather "Project76".
In my case, I have both installed on the same PC, Fallout76 from Steam and Microsoft, so in my ...\My Games\Fallout 76 folder there are these files:
When I use the app, I can point to the DATA folder of the Microsoft installation, which is different from the data folder where the Steam installation is, but I can't point to the file. Microsoft's "Project76", the app always works on the "fallout76" file of the Steam installation.
I would like to suggest, actually ask, that the option be included to point to which file in the DATA folder we want the app to work on, "Fallout76" for Steam or "Project76" for Microsoft A good suggestion would be to have a selector as the first interaction at the start of the app where we could tell if the target is a Steam installation or a Microsoft installation,
in the same way, the "launch Fallout 76" button does not work for Microsoft installations I hope this report is useful to you
Great mod. Bought the guy a coffee as it said it helps keep his tools updated. Welp, this mod hasn't been updated in over 5 years. Is there one coming out in the future by chance? You have fans awaiting.
Thanks to the author. I have been using it for two years and it has always been great. Because the quick change card failed, I had to change to another manager.
Thanks!It didnt launch because it didnt find bethesdanetlauncher.Why?Cause i dont have it.And it deleted everything in my custom ini.Again thank you very much, no i have to copy/paste all 50 mods again, basicly create my custom ini all over again.Thank you much!DONT USE MOD MANAGER!
I do not recommend using this tool anymore, I highly recommend using Quick Configuration ?instead, has a nicer UI, higher functionality, isn't 2 years out of date, and more. This tool was nice at the time however. <3
Is it possible to use this with the gamepass version of FO76? I thought I might be able, but it doesn't have bethesda launcher so I get stuck at that point.
295 comments
For anyone having issues with this Mod Manager not creating the MM_Arc2.ba2, MM_Tex.ba2, and MM_StUp.ba2 files you need to install Visual C++ Redistributable for Visual Studio 2012 Update 4 vcredist_x64.exe for 64 Bit or vcredist_x86.exe for 32 Bit or the Compiler won't load!
Download From here https://www.microsoft.com/en-us/download/details.aspx?id=30679
Be aware you may not have all three of those files if you do not have the file types they are designed for i.e. if no string files there won't be a MM_StUp.ba2 so if you do have any of the three files then you already have the Visual Basic files installed
Update: 9 August 2019
This Mod Manager will only affect the
sResourceArchive2List =
and the
sResourceStartUpArchiveList=
lines so anything you manually add to any other section will be left alone such as
[General]
bSkipSplash=1
Also if you have a Mod with Load Order issues I would just not check that mod in the manager and instead manually enter it on the sResourceIndexFileList = line as Bethesda is only using 197 Characters in that line at this time. If that still fails to load that mod you can manually add it after the MM_Tex.ba2 and MM_Arc2.ba2 on the sResourceArchive2List = to ensure it is loaded last but you will need to manually update the Fallout76Custom.ini after each time you recompile a new mod with this Manager, also as Bethesda is already using most of the Character limit for that line so you may need to rename it as short as possible such as 1.ba2
As Cloudy01 does not play Fallout76 as much anymore unless something major breaks there most likely won't be a new version anytime soon, but as I do Play often and do use this manager if it Breaks I will make sure he knows
Instructions for adding loose files into this Mod Manager
1. Create a working Folder anywhere in your system and in that Folder create a folder called Data.
2. Copy the loose files into this Data Folder using the correct folder structure i.e. Textures\Clothes\TShirtSlacksPrewar_d.DDS if the mod has other folders such as Meshes create them as well.
3. Hit the Compile Mod button in the manager, and in the window that appears point into the Data Folder in your working Directory.
4. Enter a Name for your Mod, it will be automatically created in your actual Game\Data folder.
5. Allow the Mod Manager to combine your new mod into the active files which will place the file types in the correct .BA2 files.
6. Start the Game and Check your new mod is working. Have Fun!
First I deleted the line
sResourceStartUpArchiveList=MM_StUp.ba2
Then I added for the last line in the [Archive] section
bInvalidateOlderFiles=1
C:\...\My Games\Fallout 76
When installing a game through Steam, it is actually "Fallout76",
but when installing it through the Xbox app on Windows, the game file is not "Fallout76" but rather "Project76".
In my case, I have both installed on the same PC, Fallout76 from Steam and Microsoft, so in my ...\My Games\Fallout 76 folder there are these files:
Fallout76.ini
Fallout76Custom.ini
Fallout76Prefs.ini
Project76.ini
Project76Custom.ini
Project76Prefs.ini
When I use the app, I can point to the DATA folder of the Microsoft installation, which is different from the data folder where the Steam installation is, but I can't point to the file. Microsoft's "Project76", the app always works on the "fallout76" file of the Steam installation.
I would like to suggest, actually ask, that the option be included to point to which file in the DATA folder we want the app to work on, "Fallout76" for Steam or "Project76" for Microsoft
A good suggestion would be to have a selector as the first interaction at the start of the app where we could tell if the target is a Steam installation or a Microsoft installation,
in the same way, the "launch Fallout 76" button does not work for Microsoft installations
I hope this report is useful to you
Uploader could rename the mod as NOT WORKING AT ALL- or at least ABANDONED
smh