Do mods disable achievements fallout 4 => http://brouwtopemons.nnmcloud.ru/d?s=YToyOntzOjc6InJlZmVyZXIiO3M6MjE6Imh0dHA6Ly9iaXRiaW4uaXQyX2RsLyI7czozOiJrZXkiO3M6Mzg6IkRvIG1vZHMgZGlzYWJsZSBhY2hpZXZlbWVudHMgZmFsbG91dCA0Ijt9 Originally posted by :In a Bethesda game, where one of a biggest part was modding our game Skyrim longevity is only due to community mods , disabling achievements because of mods is the dumbest thing i ever seen. So if you just want a gun that is not found in game, you cant get it without saying goodbye to achievements. I'm going to say they probably don't. Though unrelated I feel like they completely mismanaged modding. People think that just because it makes a new save slot for the modded character that it means all will be okay, But whenever you try to load the unmodded character all mods will still be there. Nothing only 64 bit and shaders great work. I mean, I guess you don't necessarily want achievements when you're testing things but console use isn't necessarily any sign of that, especially harmless commands like save. Posts: 3545 Joined: Fri Jun 30, 2006 12:41 pm Any console command, even tm, tfc, and tcl seems to disable achievements for that play session. Before they ended up on the console, no one cared. Big pity that this wasn't included. Man, I'm an achievement hunter so I'm pretty disappointed about it all. Not only have I created a new character, I've deleted all save data, then deleted the game itself and all add-ons, reinstalled the game and started on a new character. That said, it does seem kind of silly to turn achievements off for mod users. When you install a mod and load a save, any saves made will be separated into a new save slot. It's hardly a new thing. Fallout 4 Mods Will Apparently Disable Achievements - Second was Fallout: New Vegas, which I also thoroughly enjoyed, albeit to a slightly lesser extent than Fallout 3 for reasons I'm still not sure of. Rumors, leaks, announcements, fan art, and everything in between are allowed, as long as it's directly related to Fallout 4. When you install a mod and load a save, any saves made will be separated into a new save slot. Example, say your character's name is John. You install a mod, play around on John for a little while, and save the game. If you were to, say, play around with mods for a few hours but want to go back to earning achievements, your only option is to load from your original John files, losing any progress you made with mods installed. So if you plan to play Far Harbor, for instance, and want those achievements, but also want to play with mods, you'll need to load back to before you installed any mods, and no progress you made with mods installed can be carried over. The general consensus seems to be that mod authors don't want users to have a reason to keep mods disabled, they don't want users to be made to feel like mods are cheating, and they don't want users to have a reason to not use mods. Want to install a mod that fixes a broken quest, you can't get achievements. Want to install a mod that adds a new weapon, you can't achievements. If you want to use the Unofficial Patch, you can't get achievements. Mods are content, not cheats. Surely they could allow the more benign ones to not toggle the cheevo flag. Welp, not policeable at all then. And also odd considering they used to be fine with them. Every time a mod is updated they could potentially alter the gameplay. The biggest of which also included customization menus that let you tweak every single aspect of the game. Turning the game from impossibly hardcore roguelike to super epic god levels of invincibility. The sheer volume of mods alone would make it practically impossible to monitor effectively. Achievements are so incredibly vapid that it's not worth any amount of time or money that would be required for such monitoring and certification to distinguish between mods that do and don't affect them. This must be something else, or something specific to a particular mod or type of mod. I'm running a handful of mods on my game dialog fix and so onand I've been in beta since day one, and my achievements are clocking in just fine, thank you. I can see why Bethesda would do this, as there's no easy or reliable way to know what a mod is doing vis a vis achievements do mods disable achievements fallout 4 game difficulty. Cities: Skylines is another big game that turned off achievements for mods, and the outcry wasn't do mods disable achievements fallout 4 as large. Of course, Cities: Skylines also got a mod really quickly that turned achievements back on in modded cities. That probably has something to do with it. Don't see Bethesda letting that through their walled garden on consoles.