From 4d41f000a581273107c417d3073beff403df913d Mon Sep 17 00:00:00 2001 From: Protogen187 <162638343+Protogen187@users.noreply.github.com> Date: Tue, 28 Jan 2025 10:32:08 +0100 Subject: [PATCH] Update docs/en/FAQ/How-to-deactivate-mods.md Co-authored-by: O1LER <44237025+O1LER@users.noreply.github.com> --- docs/en/FAQ/How-to-deactivate-mods.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/en/FAQ/How-to-deactivate-mods.md b/docs/en/FAQ/How-to-deactivate-mods.md index 44d02dbf..52218261 100644 --- a/docs/en/FAQ/How-to-deactivate-mods.md +++ b/docs/en/FAQ/How-to-deactivate-mods.md @@ -11,7 +11,7 @@ This includes mods placed into the BeamNG/Content folder. As stated by BeamNG in There are 2 options to do this. 2. If for some reason you cant deactivate all mods trough the ingame Repo, then open your mods folder and delete all mods permanently. Alternatively you can -2. Open the BeamNG.Drive userfolder and rename the versioned folder (e.g. 0.34) to for example 0.xx_OLD (0.34_OLD). +3. Open the BeamNG.Drive userfolder and rename the folder of the latest version (e.g. 0.34) to for example 0.xx_OLD (0.34_OLD). Make sure BeamNG.Drive is closed during either process! After you are done, start BeamNG.Drive via the BeamMP-Launcher and you should have 'multiplayerbeammp' as your only enabled mod available in the repository as well as the button on the Main Menu to enter BeamMP.