vindr20 Posted April 10, 2016 Share Posted April 10, 2016 So I've tried this, and the mods load, but enabling archiveinvalidation (or just adding all the folders manually like when mods first came out) makes my game crash on loading. Is there a workaround for that? Or am I the only one experiencing it? Link to comment Share on other sites More sharing options...
PoliteRaider Posted April 10, 2016 Share Posted April 10, 2016 This is good information to know, thanks for that. I mean I'm still happy to do the testing under testing circumstances without mods. I'm just glad I understand the technical side of it now. Link to comment Share on other sites More sharing options...
chugs1984 Posted April 11, 2016 Share Posted April 11, 2016 (edited) Hi I've tried this and it seems to work but then doesn't. For example my plugin file was decided very empty, it had maybe only 5 of the mods that I have in NMM. So i grabbed the list from the loadorder.txt file, added * and pasted that into the plugins.text file. I did the readonly toggle and then loaded up F04. On loading it told me that previously loaded mods (using the autoexec method) were no longer available i.e. gun mods like the vektor. On loading my save game only mods that I had just installed were available. Whilst any of my older mods weren't available. Oh and really strangely, when I quit my game and reopened the plugins.txt file it was completely empty except for fallout.esm. When tried again, reapplying the mods into the file, loading F04, playing (still most of my mods unavailable) and then quitting yet again the plugins file was empty. But yes the scrapping error was resolved. I could scrap and the scrapped resources were now usuable. I'm thinking that my next steps are to reinstall all of my mods (sigh). Unless someone else has a better idea. Edited April 11, 2016 by chugs1984 Link to comment Share on other sites More sharing options...
PoliteRaider Posted April 11, 2016 Share Posted April 11, 2016 Oh and really strangely, when I quit my game and reopened the plugins.txt file it was completely empty except for fallout.esm. When tried again, reapplying the mods into the file, loading F04, playing (still most of my mods unavailable) and then quitting yet again the plugins file was empty. Did you set the plugins.txt file to 'read only' like the instructions said? Link to comment Share on other sites More sharing options...
chugs1984 Posted April 11, 2016 Share Posted April 11, 2016 Yup I did. I'm trying a 2nd time making sure that its read-only. I"ve just double checked it in fact. Just one thing. Should the plugin file contain all of the ESP and ESM that I have? i.e. Fallout4.esmDLCRobot.esm*ArmorKeywords.esm*SettlementKeywords.esm*ScrapDeadThings.esp*M2216.esp*DeployableTurretsPack.esp*SSEX.esp*TrueStormsFO4.esp*TrueStormsFO4-ClimateSettings.esp*TrueStormsFO4-GlowingSeaExtraRads.esp*SettlersRename.esp*CraftableAmmunition_Core.esp*CraftableAmmunition_Recipes_Components_Hard.esp*CraftableAmmunition_Recipes_Core_Perks.esp*CraftableAmmunition_Recipes_FusionCore_Perks.esp*CraftableAmmunition_Recipes_NukaGrenade_Perks.esp*ASVektor.esp*DD_AIO_I_Hate_You_All.esp*DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp*Extended weapon mods.esp*Crossbow.esp*Mac11.esp*LK05.esp*DesertEagle50AE.esp*LegendaryModification.esp*LegendaryModification2LM.esp*LegendaryModificationMisc.esp*LegendaryModificationCSA.esp*LegendaryModificationGroknak.esp*M4A1.esp*CleanSettlement Beds.esp*VisibleCompanionAffinity.esp*UsableCigarettes.esp*Lasers Have No Recoil.esp*LoweredJetpakAPDrain.esp*M14.esp*SCAR-LK.esp*M1911.esp*USP 45.esp*PipeShotgun.esp*FogOut.esp*FogOut - Automatron DLC Patch.esp*DD_Best_Mod_EVAAAAAAAAAAAAH.esp*EasyLivingCaravan.esp*Armorsmith Extended.esp*Minutemen General's Uniform Buff.esp*Better Homing Beacon.esp*ValdacilsItemSorting-Aid.esp*ValdacilsItemSorting-Ammo.esp*ValdacilsItemSorting-ArmorBySlot.esp*ValdacilsItemSorting-CosmeticsByType.esp*ValdacilsItemSorting-DLCAutomotron-Weightless.esp*ValdacilsItemSorting-ExplosivesSortTop.esp*ValdacilsItemSorting-JunkBetter.esp*ValdacilsItemSorting-MiscWeightless.esp*ValdacilsItemSorting-ModsWeightless.esp*ValdacilsItemSorting-NotJunk.esp*ValdacilsItemSorting-Perks.esp*ValdacilsItemSorting-Weapons.esp*Cannabis Commonwealth.esp*DD_Prelude_273.esp*CBBE.esp Link to comment Share on other sites More sharing options...
PoliteRaider Posted April 11, 2016 Share Posted April 11, 2016 Yup I did. I'm trying a 2nd time making sure that its read-only. I"ve just double checked it in fact. Weird. Are you loading it with Fallout 4 Launcher, NMM or F4SE? Link to comment Share on other sites More sharing options...
Blackice010 Posted April 11, 2016 Share Posted April 11, 2016 (edited) Did you sort your mods with LOOT before modifying the plugins.txt file? My TrueStormsFO4-ClimateSettings is almost at the bottom of the list. Also with the old method, .esm used to cause CTD. They might not all be compatible with this workaround. You could try without AK and SK and all the mods that depend on them, but try to sort your mods first. Another idea is try a bit of saving and loading (make a new save, load it, then load your previous save) to see if any mods activate by loading. So I've tried this, and the mods load, but enabling archiveinvalidation (or just adding all the folders manually like when mods first came out) makes my game crash on loading. Is there a workaround for that? Or am I the only one experiencing it?CTD is ususally because some mods are in the wrong load order or require dependencies that don't exist/aren't enabled. I use NMM to install and enable the mods, then run LOOT through NMM, then close NMM, add the * to the plugins.txt file, then start the game through Steam. Also if you're disabling mods it would be a good idea to deactivate them through NMM as opposed to just disabling the .esp, so it removes all the mod's folders from the game directory and not just .esp's. Edited April 11, 2016 by Blackice010 Link to comment Share on other sites More sharing options...
Tuskin38 Posted April 11, 2016 Author Share Posted April 11, 2016 (edited) I use NMM to install and enable the mods, then run LOOT through NMM, then close NMM, add the * to the plugins.txt file, then start the game through Steam. Also if you're disabling mods it would be a good idea to deactivate them through NMM as opposed to just disabling the .esp, so it removes all the mod's folders from the game directory and not just .esp's. This. Running NMM will wipe your plugins.txt file because it reads the * lines as not being actual files, your mods become disabled, and NMM overwrites the file. What I do, is launch NMM, enable/install the mods I want. Close NMM, edit the plugins.txt file and then launch Fallout 4 manually, not with NMM. Edited April 11, 2016 by Tuskin38 Link to comment Share on other sites More sharing options...
Fatalmasterpiece Posted April 11, 2016 Share Posted April 11, 2016 Can this trick be used to load other .ESMs other than Fallout4.esm and RobotDLC.esm? I have an esm in my example, so yes.Good point. Thanks :) I'm glad all the cry baby claims that Bethesda has broken modding were wrong. Link to comment Share on other sites More sharing options...
Sunnie Posted April 12, 2016 Share Posted April 12, 2016 Can this trick be used to load other .ESMs other than Fallout4.esm and RobotDLC.esm? I have an esm in my example, so yes.Good point. Thanks :smile: I'm glad all the cry baby claims that Bethesda has broken modding were wrong. They sort of weren't wrong though.Bethesda changed it and didn't say anything about it. So in essence, they did disable mods until someone accidentally ran into the change. Also, calling people crybabies for a temporarily legit issue? Not cool. Link to comment Share on other sites More sharing options...
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