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Frequently Asked Questions (FAQ)

FelisDiligens edited this page Jan 27, 2023 · 15 revisions

Tool and *.ini files

Does the tool read the *.ini files or does it overwrite them?

It reads the *.ini files on startup and sets all checkboxes, sliders, and stuff according to the values. If it can't find a value, it will use it's default.

How do I update the tool?

To update, just

  • click on "Update now!"
  • or download the latest *.zip file and extract it.

Do translations for older versions work with newer versions of the tool?

Yes! However, new elements might not be translated.

Where does the tool store it's config, log, and language files?

The tool stores it's config.ini and log files under C:\Users\<your name>\AppData\Local\Fallout 76 Quick Configuration
You can access this folder by clicking "Explore" → "Tool configuration folder".
The language files are stored in the languages sub-folder.

Mod files are stored in the game's directory under Mods and FrozenData.

Mod manager

Can I be banned for using mods?

This is the statement of Bethesda: Bethesda Support Page
Apparently, nobody has been banned for using mods for now.

I personally use mods and Reshade and haven't been banned.

Just don't use any programs like Cheat Engine, as people have been already banned for this. Keep in mind that this situation might change at any moment. There has been ban waves in the past (mostly people using exploits, though).

Where is the Fallout76.exe located?

For Steam, look under

  • C:\Program Files (x86)\Steam\steamapps\common\Fallout76\
  • or X:\SteamLibrary\steamapps\common\Fallout76\

For Microsoft Store / Xbox Game Pass, look under

  • X:\XboxGames\Fallout 76\Content
  • or X:\Program Files\ModifiableWindowsApps\Fallout 76\

(X:\ being the drive you installed the game to)

If you still can't find it, you can also open the folder via Steam:

  • Right-click the game and select "Properties".
  • Under "Local files" you'll find the button "Browse local files".

See screenshot

How to completely disable mods?

Check "Disable mods" and click on "Deploy". All mods will be removed.

What happens to mods I've installed manually?

The tool won't touch these mods.
If you want to manage them, you can import them: File > Import installed mods
Screenshot

Does the mod manager work with Vortex / Nexus Mod Manager?

The tool is designed to be used standalone. Using it in combination with Vortex or NMM might not work as well.
You can import existing mods into the mod manager. See also: What happens to mods I've installed manually?

Do I need Archive2?

No, it's included.

🐧 GNU/Linux support

Installation on Linux

ℹ️ I made a guide on how to setup the mod manager using Bottles: Guide: Installation on Linux 🐧

Does this work with Linux and SteamOS, respectively? Is it possible to use this on the Steam Deck?

Yes, paritally, with Wine and Mono. However, some things don't work, such as the Play button or the auto-detection of the game's directory.

Generally, I think there are two good ways of setting it up: Either as a "Non-Steam Game" through Proton or with Bottles.

How to configure the profile correctly?

There's a catch to this though. Since the tool will probably run in a separate wine prefix, the auto-detection of the game's directory won't work and the path to your *.ini files will be wrong.

You can change the game installation path and *.ini path in the profile's advanced settings:
Selected profile → Edit profile → ☑ Show more options → *.ini path

The path to your game files may look somewhat like this:

Z:\home\user\.local\share\Steam\steamapps\common\Fallout 76\

The path to your *.ini files may look somewhat like this:

Z:\home\user\.local\share\Steam\steamapps\compatdata\1151340\pfx\c_drive\Users\steam_user\Documents\My Games\Fallout 76\

(the Z:\ drive is the root / directory in Wine)

Will there be a native build for Linux?

TL;DR: Porting the tool to Linux would be a lot of work, so I probably won't be doing it any time soon.

Technical babble:

The tool is written with .NET Framework, Windows Forms, and makes calls to the Windows API.
.NET Framework is Windows-only, so I'd have to port the program to .NET Core. But Windows Forms is not available in .NET Core, which means, I'd have to switch to another GUI toolkit, such as Qt. That would mean, I'd have to rewrite over half of my code base from scratch. I'd also have to rewrite all the functions that make calls to the Windows API to work cross-platform.

And once that's done, I'd have to test, compile, and distribute the tool on two platforms.

As you can see, that's a lot of work.