Fallout 4 mcm menu ошибка

Sativum

Хз почему. Переустанавливал, не помогает. При этом все моды работают, но вот именно пункт mcm в меню игры после загрузки сейва не появляется. Пиратка. Мб кто-то сталкивался, знает как решить?


Я конечно не вовремя и возможно это давно не актуально. Но… Мало ли кто-то будет тупить также как я. Кароче… Запускайте игру через ранее установленный мод (который нужен для всех других модов) — f4se_loader.
p.s. ну лично у меня по этому не запускался MCM (потому что я просто игру запускал).

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Arfiruts
Нет, ты молодец, спасибо

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С такой же проблемой столкнулся, и хз че делать.

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запускаем игру, смотрим в меню версию игры, подбираем нужную версию МСМ
https://gamer-mods.ru/load/fallout_4/interfejs/mod_configuration_menu/130-1-0-6082

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I’m testing with Fallout 4.
I’m using the MO2 2.1 build from 2017-11-10.
I also use the updated python boost dll and the usvfs dlls that were posted to #testers on Discord on 2017-11-11.
System is Windows 10 (Build 16299).

The starting point is both the current Mod Configuration Menu as well as the MCM Demo plugin installed — each as separate Mod in the MO2 list and both activated and no files removed from them in any of the following cases.

Furthermore, the overwrite directory is empty (i. e. contains no MCMConfig directory or the like).

Basically one of 3 observations arise, depending on what I put into the real Data folder of Fallout 4:

  • [A] No entry for «Mod Config» at all appears in the pause menu.
  • [B] The entry for «Mod Config» does appear in the pause menu, but the MCM menu lists no entries at all, not even «MCM Settings» or «Hotkey Manager» that both come with MCM.
  • [C] The entry in the pause menu exists and the MCM menu lists all expected entries: «MCM Settings», «Hotkey Manager» and the plugin’s «MCM Demo».

I also had a fourth case during testing related to the Settings directory that mixed it all up, where all except the plugin’s entry appeared, but I cannot reproduce that. I’m not sure whether I did something wrong or there’s some kind of mandelbug in the mix.

Directory or File 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
DataMCM ⬜️
DataMCMSettings ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️
DataMCMSettingsreadme.txt ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️
DataMCMConfig ⬜️ ⬜️ ⬜️ ⬜️
DataMCMConfigMCM ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️
DataMCMConfigMCMsettings.ini ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️
DataMCMConfigMCM_Demo ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️
DataMCMConfigMCM_Democonfig.json ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️ ⬜️
Outcome A A A A B B B B B B B B B B B B C C C

What that means is the existence of directory DataMCM doesn’t help at all.
However, the existence of directory DataMCMConfig makes at least the MCM Config appear in the pause menu, albeit with an empty list in its own menu.
Only the config.json of the MCM plugins under DataMCMConfigPlugin_Nameconfig.json makes everything appear as desired.

Modulo the case with only the built-in entries being available which I wasn’t able to reproduce.

#1

Posted 12 October 2017 — 09:18 am

Sn00wman86

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Hi 

Have looking for the fix for this problem but have not find. 

I have MCM and have somemods that should show up in the menu but have no mods there :/  

Can somebody helpme to get them to show? 

Modlist

# This file was automatically generated by Mod Organizer.
+HoloTime — HUD Clock Widget
+Armor and Weapons Keyword Community Resource (AWKCR)
+Realistic Roads
+Sim Settlements
+Live Dismemberment
+Better Locational Damage
+War of the Commonwealth
+ReGrowth Overhaul
+Remove Interior Fog
+Bullet Time — Slow Time
+Respawn Relays — An Alternative Death Mod
+No More Fake Puddles
+Nuka-World Bottle Scenery Fix
+HUDFramework
+Reverb and Ambiance Overhaul
+True Storms Wasteland Edition v1.4
+Full Dialogue Interface
+CROSS Crit Gore-verhaul
+Some Assembly Required (Power Armor Overhaul)
+PILGRIM — Dread the Commonwealth
+Nameplates — Floating Healthbars
+Clock Widget — Show Real Time While Loading
+Unlimited Fast Travel — F4SE
+Better Console — F4SE
+HUD Plus Plus
+Extended Dialogue Interface
+Mod Configuration Menu 1.20
-Another Life
+Start Me Up — Alternate Start and Dialogue Overhaul
+Unofficial Fallout 4 Patch
*Unmanaged: Automatron
*Unmanaged: Contraptions Workshop
*Unmanaged: DLCUltraHighResolution
*Unmanaged: Far Harbor
*Unmanaged: Nuka-World
*Unmanaged: Vault-Tec Workshop
*Unmanaged: Wasteland Workshop
 

Modorder

# This file was automatically generated by Mod Organizer.
Fallout4.esm
DLCCoast.esm
DLCNukaWorld.esm
DLCRobot.esm
DLCUltraHighResolution.esm
DLCworkshop01.esm
DLCworkshop02.esm
DLCworkshop03.esm
XDI.esm
Unofficial Fallout 4 Patch.esp
Pilgrim.esp
Some Assembly Required.esp
CROSS_GoreCrits.esp
CROSS_GoreCrits_FarHarborPatch.esp
CROSS_ReducedLaserSmoke.esp
Reverb and Ambiance Overhaul.esp
HUDFramework.esm
Nuka World Bottle Fix.esp
No More Fake Puddles — Nuka World 1-0.esp
AntiDeath.esp
SlowTime.esp
TrueStormsFO4-EarlierSunsets.esp
TrueStormsFO4-EarlierSunsetsFH.esp
TrueStormsFO4-FarHarbor.esp
TrueStormsFO4-NukaWorld-FH-Compat.esp
TrueStormsFO4.esm
Remove Interior Fog — All Dlc.esp
Radstorm Removal.esp
ReGrowth Overhaul.esp
WOTC.esp
WOTC — Experimental Fixes.esp
Better Locational Damage — DLC_Automatron.esp
Better Locational Damage — DLC_Far_Harbor.esp
Better Locational Damage — DLC_Nuka_World.esp
Better Locational Damage — DLC_WWorkshop.esp
Better Locational Damage — Ghoul Edition.esp
Better Locational Damage.esp
Better Locational Damage_ Raider Overhaul_Patch.esp
Better Perks.esp
Better VATS — 0.75.esp
BLD — Leveled Lists.esp
RaiderOverhaul.esp
Live Dismemberment — Brutal.esp
Live Dismemberment — Insane-o.esp
Live Dismemberment — Liebermode.esp
Live Dismemberment — Mental.esp
Live Dismemberment — Mind-Blowing.esp
Live Dismemberment — POSTAL.esp
Live Dismemberment — Regular.esp
SimSettlements.esm
Realistic Roads 2.0 Black.esp
StartMeUp.esp
StartMeUpFarHarborPatch.esp
StartMeUpNukaWorldPatch.esp
ArmorKeywords.esm
HoloTime.esp
 

And here is i pic how my menu looks

View post on imgur.com

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#2



elwooha6

Posted 25 October 2017 — 05:58 am

elwooha6

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I can’t see any reason from the load order that other mods wouldn’t show up in MCM. I did however notice that you are using ALL of the Live Dismemberment mods at the same time, which you should not do as they just overwrite eachother. I also noticed that you have some .esm’s way down in your load order, I highly recommend sorting with LOOT at the very least. Since you are using Mod Organizer you can just hit the sort button at the top of the plugin list but basically as a general rule of thumb all esm should come BEFORE any esp.

Also your official DLC files should be in this order, sorting the order with LOOT should fix it automatically though:

Fallout4.esm
DLCRobot.esm

DLCworkshop01.esm

DLCCoast.esm
DLCworkshop02.esm

DLCworkshop03.esm

DLCNukaWorld.esm
DLCUltraHighResolution.esm

Happy modding, hope this helps.

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#3



AGreatWeight

Posted 25 October 2017 — 07:27 am

AGreatWeight

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Looking through the load order, you do realize that True Storms is overwriting the weather records in Pilgrim?

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#4



wim95

Posted 25 October 2017 — 09:18 am

Copy/past from MCM stiky post:

The trouble with Mod Organizer 2 is that it stops mods generating new files. This is what is stopping settings being saved once people get the mods recognized by MCM.

Step 1:
Move the MCM folder from ModOrg 2Fallout 4Mods<MCM based mod>
to
Fallout 4 Data

Step 2:
Copy the name of the mods ESP file e.g. MCM_Demo.esp or QuickTrade.esp
Go to Fallout 4 DataMCM and generate a folder labeled «Settings» if needed.
Inside the Settings folder right click and make a new txt file.
Rename file to the name of the ESP file and change file extension to «ini» e.g. MCM_Demo.ini or QuickTrade.ini

That’s it. The mod will now appear in the MCM menu and settings will be persistent.

Also of note, a file called «Keybinds.json» may appear inside some folders in your Overwrite folder in Mod Organizer 2. This is where the keybindings are stored. You can leave it there or move it to the appropriate location inside Fallout 4 DataMCMSettings.

Suggestion to mod authors.
Please add an appropriately named ini file inside the Settings folder for us MO2 users.

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While the base game of Fallout 4 gives a good account of itself, many people still find it less than ideal. Therefore, it’s not uncommon for gamers to play Fallout 4 with a number of mods. Nowadays, to manage the mods on their computers, Fallout fans usually resort to MCM (Mod Configuration Menu). While MCM works well for most of the time, complaints about Fallout 4 MCM not working still surface every now and then. 

Fallout 4 MCM Won’t Work: Summary

You have a hard time getting  Fallout 4 MCM to work? In that case, this article should be of use to you. Down below is everything you must keep in mind about Fallout 4 MCM not working from causes to solutions.

The Usual Suspects

  • .ini file
  • Firewall
  • Multi HD Install
  • Updates
  • Permission 
  • Mod

Fallout 4 MCM Won’t Work: Troubleshooting 

Configure The .ini File

  • Step 1: Go to the game folder (Documents>MyGames>Fallout4).
  • Step 2: Locate Fallout4Custom.ini in the folder and open it using the Notepad app.
  • Step 3: Edit the .ini file like so.
  • Step 4: Save changes.

Disable Firewall

For your information, firewall, antivirus programs and so on could interfere with the performance of Fallout 4 mods. Hence, if you notice  Fallout 4 MCM not working, don’t hesitate to disable firewall. 

Update Nexus Mod Manager

You use Nexus Mod Manager (NMM) to install MCM? Then you should determine whether your version of NMM is up-to-date since obsolescence results in many problems. On the bright side, if obsolescence is responsible, MCM should work as soon as you update NMM.

Think About Multi HD Install 

NMM works best when the Virtual Install is installed on the same drive as the game. However, if you wish to save drive space by putting the game on one and the mods on another, the Nexus Mod Manager could work with that too. In exchange, you must enable Multi HD Install during installation.

Grant Permission To NMM

The Nexus Mod Manager occasionally acts up while overseeing mods as a result of inadequate permissions. Because id that, 

  • Step 1: Locate Nexus Mod Manager, right-click its icon and pick Properties.
  • Step 2: Go to the “Compatibility” tab
  • Step 3: Check checkbox next to “Run as Administrator” then select “Apply” and choose “OK”

Rules Of The Game

Use Perks While Modding

One key feature of crafting is modding and while the process is time-consuming, it is worthwhile. Depending on your preferences, you can add various modifications to firearms. For example, by adding scattered barrels, you can convert laser rifles into laser shotguns. If you have the opportunity, You should invest in the mod-specific perks that unlock later ranks.

Pay Attention To The Radio 

In Fallout 4, while exploring, you may want to keep an eye on things that you pick up via radio. If you tune into the right frequencies, you could receive information about hiding places, people who need your help, or even entire quest lines waiting to be started.

Save From Time To Time

Fallout 4 is more complicated than Fallout 3 and game over is not uncommon. Thus, you should save your progress every 15 to 20 minutes, whenever you enter a new region or make significant progress. Furthermore, remember to switch between your “hard” saves and quick saves. The rule of thumb is to quick save during a fight and hard save before a long conflict

Delegate Tasks To People

For your information, you can assign people to activities in Fallout 4. Look to the bottom of your screen whenever you highlight something, such as a resource or usable item and “Assign” should be one of the options. You can choose who you want to entrust with carrying out duties. That is helpful if you want to harvest your garden frequently or if you want to ensure that someone is genuinely manning your stores or outposts.

Watch Out For Radiation

Your health will drop if you are exposed to radiation so you should stay away from it. Keep a supply of Radway on hand and avoid eating anything you find in the wasteland outside of emergencies. The Commonwealth will occasionally experience radiation storms that cause radioactive damage. Put on a radiation-resistant suit and if you get caught in a radiation storm without protection, fast-travel out of it.

Give NPCs Some Thought 

Every time you enter a new region, even dangerous ones like raider bases, pause and pay attention to the NPCs conversation. The conversion could be humorous at times but you may occasionally receive quests or learn about new destinations. Additionally, sometimes, NPCs will change the topic of their conversation based on what you have done in the area.

Try Out Different Factions

The Brotherhood, the Institute, the Railroad, and the Minutemen are the four main factions in Fallout 4. You’ll eventually have to choose a side but you can complete the introduction quests of all factions. Feel free to have a feel for what they represent if you don’t like one, you can always defect to another.

How Long Does Fallout 4’s Main Story Take To Finish?

It typically takes 33 hours to finish the main quest plot. Your playtime may vary substantially depending on whether you choose to undertake side missions. Thus, you might wind up staying in the wasteland for over 100 hours.

What Happens After I Complete Fallout 4?

The main story in Fallout 4 doesn’t stop when you finish the main questline and there is no level cap. In fact, you can carry on leveling up your character. That is a departure from previous Fallout video games in which level caps exist.

Is Fallout 4 Viable Without Armor?

Power Armor is not required to play Fallout 4, but it will make several tasks considerably simpler. 

Chris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he’d stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He’s also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own. Connect with him on Twitter.

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9LUR

Вопрос

Не работает The Mod Configuration Menu, моды под спойлером, не появляется строка при выходе в меню
 

FalloutNV.esm
SFW-Master.esm
ThePitt.esm
Anchorage.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
FalloutSFWTactics.esm
FalloutSFWTactics NPCs.esm
FalloutSFWTactics Creatures.esm
FalloutSFWTactics Wasteland.esm
RA-RedesignHD.esm
RA-Base.esm
RA-Perks.esm
RA-Worlds.esm
RA-Items.esm
RA-Gear.esm
RA-MoreGear.esm
DomeCity.esm
RA-Races.esm
RA-Creatures.esm
RA-Factions.esm
RA-Followers.esm
RA-Quests.esm
RA-MoreQuests.esm
RA-SomeguySeries.esm
RA-Interiors.esm
RA-PlayerHomes.esm
RA-Wasteland.esm
RA-AWorldOfPain.esm
RA-Adventures.esm
Project Nevada — Core.esm
Project Nevada — Extra Options.esm
Project Nevada — Equipment.esm
Project Nevada — Cyberware.esp
Project Nevada — Rebalance.esp
SolidProject.esm
FalloutSFWTactics Quests.esp
LootMenu.esp
SFW_QuickStart.esp
TTW_NoKarmaDCFollowers.esp
RA-RedesignHD Addon — Willow FCO (Cazy).esp
RA-Creatures Patch — MMM-Systems Addon.esp
RA-RedesignHD — FCO-NPCs Patch.esp
RA-Adventures Patch — NVBounties_Extension.esp
RA-MoreGear Patch — NoEnergyShields.esp
RA-Items Patch — More VendingMachines.esp
RA-Creatures Patch — SLF-Addon.esp
RA-PlayerHomes Addon — MoreAnnexClutter.esp
RA-PlayerHomes_Patch.esp
RA-RedesignHD Addon — Gomorrah Redesigned v2.esp
Project Nevada — RA-Perks_Patch.esp
Project Nevada — RA-Items_Patch.esp
Project Nevada — RA-Gear_Patch.esp
Project Nevada — RA-MoreGear Patch.esp
RA-MoreGear Patch — WotM in DC.esp
FalloutSFWTactics_Patch — Roberts & Type 6 Replacers.esp
FalloutSFWTactics_Patch — Ruined America.esp
Guide_PN&RA&FalloutSFWTactics.esp
The Mod Configuration Menu.esp
The Weapon Mod Menu.esp
SFW-Realistic Wasteland Lighting.esp
FalloutSFWTactics Weather.esp

Total active plugins: 68
Total plugins: 68
 

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7 ответов на этот вопрос

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Как-то не так установили MCM. RA тут не при чем. 

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9LUR


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    9LUR

    36 минут назад, MagnuMspec сказал:

    Как-то не так установили MCM. RA тут не при чем. 

    Ставил через FOMM, Через обычное распокавать через 7 zip и вставить в дату, ни так ни так не работает.
    До обновы модулей все работало

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    модули никак не затрагивают MCM. Это отдельный мод, без пересекающихся файлов.

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    Прикол в том что mcm установлен) если открыть меню-паузу во время игры, и навестись курсором чуть выше плашки «далее» появится невидимая плашка. 

    Затесть, нажми на нее) 

    У меня такой косяк был, решить это можно двумя методами:

    1. Переустановить МСМ, без разницы через фомм или рукой, и подвигать его по списку загрузки

    2. Переустановить UIO

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    Просто в последних версиях UIO не поддерживается более кириллица. Строчка там есть, но она невидимая.

    Можешь закинуть вот этот файлик по пути menus/prefabs/MCM. Я переименовал строчку просто в «MCM». И сделай на всякий случай бэкап. Хотя мб и не в этом дело у тебя.

    MCM.xml


    • Спасибо!


      1

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    9LUR


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    9LUR

    7 часов назад, AllanMetropol18 сказал:

    Прикол в том что mcm установлен) если открыть меню-паузу во время игры, и навестись курсором чуть выше плашки «далее» появится невидимая плашка. 

    Затесть, нажми на нее) 

    У меня такой косяк был, решить это можно двумя методами:

    1. Переустановить МСМ, без разницы через фомм или рукой, и подвигать его по списку загрузки

    2. Переустановить UIO

    3 часа назад, B-Real сказал:

    Просто в последних версиях UIO не поддерживается более кириллица. Строчка там есть, но она невидимая.

    Можешь закинуть вот этот файлик по пути menus/prefabs/MCM. Я переименовал строчку просто в «MCM». И сделай на всякий случай бэкап. Хотя мб и не в этом дело у тебя.

    MCM.xml

    Вы оказались правы, спасибо большое. Надо бы где-то это указать, либо обновить файл мода на сайте, дабы поддерживал последнюю версию UIO, ибо насколько я понял он обязателен для некоторых модулей 

    7 часов назад, MagnuMspec сказал:

    модули никак не затрагивают MCM. Это отдельный мод, без пересекающихся файлов.

    Поделиться сообщением


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    9 часов назад, 9LUR сказал:

    Надо бы где-то это указать, либо обновить файл мода на сайте, дабы поддерживал последнюю версию UIO, ибо насколько я понял он обязателен для некоторых модулей 

    Тут не в самом MCM дело, а в UIO, надо просто ставить более старую его версию.

    Поделиться сообщением


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    Гость

    Эта тема закрыта для публикации ответов.


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