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[Duplicate] Chemistry station not recognizing any mods


sorryimback

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Edit - the issue seems deeper than the chemistry station, see replies awaiting approval by moderators

 

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Can't get any mod content to show up in the chemistry station, even from completely fresh installs on 2 different systems. Have tested with the K-9 harness for Dogmeat as well as other mods that say their items can be crafted at the chemistry station. None show up.

 

Not using any mod manager here, just installing manually and using the vanilla launcher. Game version is v1.10.163.0 (GOG).

 

Tried a completely fresh install with no other mods; added the K-9 harness to the data folder and added the Archive segment to Fallout4Custom.ini; made sure the esp was in the .txt file it needs to be in; started from a fresh save file, got through the intro of the game and got the armorer perk again, went in the cellar in Sanctuary before trying to use the chemistry station (to load into the area freshly). I still didn't see anything in the chemistry station. Frustrating.

 

Again, been having the same issue with other mods that say they'll use the chemistry station. None of them have worked.

 

That was all on a Windows computer, but I tried a similar process in Winlator on Android, still nothing with the K-9 harness.

 

I'm wondering if there's some unspoken requirement shared by all chemistry station mods, like F4SE or something? I'm trying to make a mod setup that works well on Android, where I haven't come across any way to run third-party launchers like F4SE. The game is running great with mods like Low-End Textures, CBBE/BodySlide and UFO4P (that last one seems to be working based on a noticeable improvement in framerate).

 

I'm just at a wall on continuing my modding process since a lot of mods seem to require the chemistry station and they seem to be completely broken in some undocumented way. Will still try looking for any other mod that fixes the issue for these mods, and hope either I find something, or someone else can help.

 

Tagged as [duplicate] because I've seen others post about these issues and I posted on the K-9 page too.

Edited by sorryimback
Maybe not directly chemistry station related
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Reading your post two thoughts come into my mind. Perhaps your mod is not activated or not present for the game. You can see this in your plugins.txt. Your mod should have an entry there with an asterisk in front. In case of the K-9 mod it should look like *K9TacticalHarness.esp. Maybe the entry is there, but the asterisk is missing.

Edited by subaverage
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43 minutes ago, subaverage said:

Reading your post two thoughts come into my mind. Perhaps your mod is not activated or not present for the game. You can see this in your plugins.txt. Your mod should have an entry there with an asterisk in front. In case of the K-9 mod it should look like *K9TacticalHarness.esp. Maybe the entry is there, but the asterisk is missing.

This is the first I've heard of needing an asterisk. Sadly it didn't fix the issue; after adding the asterisk and saving plugins.txt the harness still didn't appear in game, and when I opened plugins.txt again after playing, the asterisk was missing again.

Edited by sorryimback
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I have now used console commands to check if the K-9 harness mod was loading at all, and it seems like it hasn't been loading at all. I've been using the K-9 harness mod for testing because it has so many downloads and it seems surprising that I'm the first one documenting that it doesn't load at all from a fresh install with no other mods.

 

I've also had issues with mods that don't use the chemistry station, such as Unique Player And Followers Redux. It seems like the issue might not be with the chemistry station itself. Some mods just don't load, while others do (e.g. other .esp clothing mods working fine but without the chemistry station being involved at all).

 

I still wonder if there's a simple solution where something is blocking mods from loading and it can be dealt with. Since it feels like the issue might be with the launcher, I really felt like something might happen at one point when I tried some other .ini edit with a "launcher" segment I saw recommended somewhere.

Edited by sorryimback
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There is a third ini-entry for the Fallout4Prefs.ini: Navigate to the very bottom and you will see the line [Launcher]. Directly underneath this, add the following line:
bEnableFileSelection=1
Save and Close.
If [Launcher] is not in your fallout4prefs.ini simply add bEnableFileSelection=1 and uLastAspectRatio=1 to it at the bottom and do what it says above. So it should look like this
[Launcher]
bEnableFileSelection=1
uLastAspectRatio=1

(The text is from an older Steam forum).

The asterisk in the plugins.txt determines whether a mod is active or not. If it's deleted by the game something went wrong. That might be the ini-entries.

Edited by subaverage
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Both .ini files look good, with copied & pasted entries. It seems to be the launcher removing the asterisk, but skipping the launcher and opening the game directly also doesn't result in these mods loading, with or without asterisks, as far as I can tell.

 

A console command to check for the K-9 armor also confirms the mod isn't loading at all. It was just coincidence making the chemistry station seem related. Now I think maybe it's all .esp mods but I'm not sure since UFO4P seems to be improving framerates on the phone (which is mostly getting the same results as the computer, except the gog installer takes longer and the game gets worse performance and way better crash resistance). I don't know of a console command to check for sure if UFO4P is loading.

 

I had also read old posts saying the bEnableFileSelection=1 would let me access a mod manager built into the launcher, but that seems to have been removed with an update, so that might be why the prefs ini still doesn't work.

Edited by sorryimback
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If every entry in the ini-files is done right, the mods are correctly copied into the game (I read that you have to create a folder called "Mods" in the same directory as your Fallout 4 installation for the GOG version where the mods got to. https://gamerswiki.net/how-to-mod-fallout-4-gog/) and the entries in the plugins.txt are present with the asterisk the mods should be active in game. You could try to set the plugins.txt to write protected. The last thing I can think of is the launcher.  I could imagine that you use GOG Galaxy to start the game. For Cyberpunk (the only game I have from GOG) you have to configure the launcher to enable mods. Maybe there is a similar setting for FO4 and it's disabled. Other than that I have no more ideas atm why the mods don't work for you. Sorry.

Cyberpunk.png

Edited by subaverage
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I had been following install instructions that said to use the Data folder - I thought the Mods folder was only for use with mod launchers such as MO2. If the gog version uses a Mods folder out of the box, this would explain the issue. Thanks for the replies, will report back if this fixes it for me or not. However, I don't use gog galaxy and I'm sure it would have issues like other third-party mod launchers (e.g. F4SE) do on winlator anyway, so I'm not sure if this will help.

Edited by sorryimback
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SOLVED

 

Test results with Mods folder (posting every test I did in case anyone ever finds this data useful somehow) - 

 

With asterisks, no launcher, with plugins.txt:

no effect

 

With asterisks and launcher:

launcher launches again after loading a save file and the graphics get messed up, plugins.txt also removed leaving only a DLCList.txt without the mods listed. Mods not fixed

 

No launcher, with asterisks and plugins.txt and DLCList.txt:

no effect

 

No asterisks or launcher, with plugins.txt and DLCList.txt:

no effect

 

No asterisks, with launcher and plugins.txt and DLCList.txt:

launcher launchers again after loading a save file but the graphics are fine, plugins.txt remains intact. Mods not fixed

 

With asterisks and launcher and plugins.txt and DLCList.txt:

launchers launches again, graphics fine again, plugins.txt intact again, mods not fixed

 

No asterisks or launcher or DLCList.txt:

no effect

 

With launcher, no asterisks or DLCList.txt:

launcher launches again, graphics messed up again, plugins.txt intact, DLCList.txt added, mods not fixed

 

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Another few things I thought to try with the Mods folder -

 

 

No asterisks, with launcher and DLCList.txt and capitalized Plugins.txt:

launcher launches again, graphics messed up again, Plugins.txt intact, mods not fixed

 

With asterisks and launcher and DLCList.txt and capitalized Plugins.txt:

no effect

 

Double checking again without DLCList.txt but with asterisks and launcher and capitalized Plugins.txt:

launcher launches again, graphics are fine, Plugins.txt is intact but DLClist.txt is also added

 

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Moving mods back to Data folder (leaving empty Mods folder there) and testing more with Data folder because I'm curious about the launcher's relationship with DLCList.txt and plugins.txt -

 

No launcher, with asterisks and DLCList.txt and capitalized Plugins.txt:

 

"Mods are loaded. Note: Achievements are disabled. Do you wish to continue loading this save?"

 

It's fixed!

Plugins.txt and DLCList.txt both remain intact.

 

What happens if I use the launcher now?

It launches again while loading a save, but graphics are fine and the mod still appears.

 

Now can I make it work in Winlator?

 

While trying to copy this setup over to Winlator, I noticed the DLCList.txt on the computer also has the .esp files but without asterisks. I also noticed the phone had a DLCList.txt instead of a plugins.txt and I got the phone's .txt files set up the same way as the computer's, meaning no asterisks in DLCList but with asterisks in capital-P Plugins.txt (I left out the empty Mods folder)

 

IT WORKED - mods loaded on the phone in Winlator!

 

Thanks again for the help!

Edited by sorryimback
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