Please read the installation instructions carefully, it has the info you're asking about. Specifically, step 2a. I would also highly recommend to read all other steps too to avoid further questions.
By the way, if the text file is newly created, it IS empty. It can't magically know what it should contain. You're supposed to type everything in manually.
The command lines I try adding into the .ini file keeps disappearing everytime I boot up the game. Haven't gotten it to work yet...any workaround? I've tried even creating an entirely new file...
EDIT: EVERYONE, I got it to work.(5/11/2024) You will have to attempt these several different steps to try and get it to work, I'm not sure which step it was that fixed it and got it working for me, and don't really want to undo my steps to find which step fixed it; after pulling my hair out trying to get it to work.
1) Create a secondary Fallout76.ini text document inside: ThisPC>Documents>My Games> Fallout 76> Fallout76.ini(The text document with a cog icon on it, CREATE a copy)
2) Under [Archive], for the text line with "sResourceArchive2List" I added the mod first in that text line. ex: sResourceArchive2List = NoSiloDoors.ba2, DrM.ba2, [fallout76's defaulted archive stuff cont....] (Yes you might as well go get NoSiloDoors also.)
You probably missed the part in the description where I explicitly state you gotta create a separate ini file, fallout76custom.ini and only use that one for mods adding filenames to the string I mentioned inside that file. Do not use the existing ini files.
This mod has possibly bugged the quest "Learn the Secrets of West Tek". I may have installed the mod before completing the quest and now it is gone, which means the super mutants will not respawn unless jumping to a different server. I've tried uninstalling but it seems permanent.
Of course, this is not the fault of the mod or the author.
Yeah, I don't think it could be caused by the mod.
The quest should be in your questlog, it probably just became deactivated and needs to ve reactivated. Quest activation seems to have been bugged for years with all sorts of quests randomly get activated and deactivated for no apparent reason.
Anyway, I highly recommend to uninstall the mod if you plan to do ANY questlines to just not get in places you're not supposed to get to earlier than you should.
This mod has possibly bugged the quest "Learn the Secrets of West Tek".
Yes, Door/Laser Removement Mods can and will bug Game Quests (IN MY EXPERIENCE) regardless of Tracker Progress. No Silo Doors has the same outcome, it's more on Bethesda's part, this is most likely due to certain spawns and/or actions requiring interacting with the Door/Laser.
I hated running West-tek until this mod, now I can just power through without having to open the door with that scuff ass terminal, my XP gain has increased by 42069%. A+++*** Mod would recommend.
Thank you! From what I know, they are already removed by either this mod, or "no silo doors one", because I haven't noticed any doors which blocked any passages last time I was there, and I've been using these two mods since forever. Tbh, I haven't seen doors there for so long that I already forgot, which models exactly did they use there :D
No, I even tested it with just No More West-Tek Doors & No Silo Doors mods enabled and the doors are definitely still there for me. Usually the doors are already open. It's more noticeable when farming for Asylum Worker Uniforms. Its possible that cause they are usually open you haven't noticed it. If you can find the time to make a mod that does remove them it would help speed up Asylum Worker Uniform farm runs.
I see where you're coming from, but the thing is I just checked out the uniforms there recently just for the lulz, showing my friend that they are there and can be farmed, and I don't think I noticed any doors. (Unless there are some areas I don't know about) Maybe it depends on the story completion states, and all my chars have it completed. Anyway, I never farm uniforms as I already got them all years ago either by accident or via player vendors, and I usually don't make mods I wouldn't use in my game. It also takes time to make and test properly (and for now it's unclear if it's even needed because it isn't from what I saw), and I don't even play the game now, waiting for the next season to start, so there's that too. I can't really prioritize a mod like that for now. Thank you for the suggestion though and thanks for understanding.
As I see it, you have no risk of bans for using mods from nexus. Check out my profile, there are 50k+ downloads on my mods pages and I've been using my mods for years (this one included), same is true for thousands of loyal downloaders. No one has ever came to me saying they got banned and I have never heard any legit claims about bans from any person I know, and I got a pretty lenghty friends list in game.
Any possibility of an version that removes either the hatch of garage door in the basement? As in the area where you fight Blackburn there are Super Mutants wondering around.
vomder wrote: Any possibility of an version that removes either the hatch of garage door in the basement? As in the area where you fight Blackburn there are Super Mutants wondering around.
Rigell wrote: I was thinking about that. I'll probably update the mod in the nearest future.
I'm sorry, but have you tried to actually unpack the archive you've downloaded into your data folder? Because it is a ba2 file and it worked flawlessly ever since I released it. I also wrote about that right in the beginning of the installation section of the description.
72 comments
By the way, if the text file is newly created, it IS empty. It can't magically know what it should contain. You're supposed to type everything in manually.
EDIT: EVERYONE, I got it to work.(5/11/2024) You will have to attempt these several different steps to try and get it to work, I'm not sure which step it was that fixed it and got it working for me, and don't really want to undo my steps to find which step fixed it; after pulling my hair out trying to get it to work.
1) Create a secondary Fallout76.ini text document inside: ThisPC>Documents>My Games> Fallout 76> Fallout76.ini(The text document with a cog icon on it, CREATE a copy)
2) Under [Archive], for the text line with "sResourceArchive2List" I added the mod first in that text line.
ex: sResourceArchive2List = NoSiloDoors.ba2, DrM.ba2, [fallout76's defaulted archive stuff cont....]
(Yes you might as well go get NoSiloDoors also.)
Of course, this is not the fault of the mod or the author.
The quest should be in your questlog, it probably just became deactivated and needs to ve reactivated. Quest activation seems to have been bugged for years with all sorts of quests randomly get activated and deactivated for no apparent reason.
Anyway, I highly recommend to uninstall the mod if you plan to do ANY questlines to just not get in places you're not supposed to get to earlier than you should.
Thanks!
Anyway, I never farm uniforms as I already got them all years ago either by accident or via player vendors, and I usually don't make mods I wouldn't use in my game. It also takes time to make and test properly (and for now it's unclear if it's even needed because it isn't from what I saw), and I don't even play the game now, waiting for the next season to start, so there's that too. I can't really prioritize a mod like that for now. Thank you for the suggestion though and thanks for understanding.
Thanks Rigell !
I also wrote about that right in the beginning of the installation section of the description.