Vinigri Posted April 29, 2016 Share Posted April 29, 2016 Ok so I updated the NMM so that I could play without having to lose all my mods, but whenever I open the manager it just crashes. It doesn't even open, it just automatically crashes. Can anyone help me on this? Link to comment Share on other sites More sharing options...
eddieeddieeddie Posted April 29, 2016 Share Posted April 29, 2016 (edited) In response to post #37165150. stalkzoid wrote: WHEN I AM CHANGING MY LOAD ORDER AROUND IN NMM,, ALL OF A SUDDEN ALL THE PLUGGINS LOSE THEIR TICKS/ DISSABLED THEN I HAVE TO GO BACK AND CHECK THEM OFF AGAIN... IS THIS HAPPENING TO ANYONE ELSEyep and nmm not telling theres updates for mods, click the update tap and runs but dont catch new updates....there was so many updates for mods i have installed today but nmm didnt show updates Edited April 29, 2016 by eddieeddieeddie Link to comment Share on other sites More sharing options...
Sertith Posted April 29, 2016 Share Posted April 29, 2016 In response to post #37155425. #37155465, #37155610, #37155765, #37156020, #37158160 are all replies on the same post.steve40 wrote: Â So far as I'm aware I don't have custom interface mods. I have "LoadingMenu.swf" and "pipboymenu.swf", are those custom? Absolutely, in fact, they are likely the cause of your crashes.Sertith wrote: So there should be NOTHING in that folder?Sertith wrote: In the .ini, I've got this:SResourceArchiveList=Fallout4 - Voices.ba2, Fallout4 - Meshes.ba2, Fallout4 - MeshesExtra.ba2, Fallout4 - Misc.ba2, Fallout4 - Sounds.ba2, Fallout4 - Materials.ba2What should be in there?Sertith wrote: Come on, Steve40, save me!Sertith wrote: Somebody, anybody...dying now...arghfhghrdfcllc......megapatato wrote: The answer, is: ""Really, nothing should follow the equals sign. Read this:http://wiki.nexusmods.com/index.php/Fallout_4_Mod_Installation#How_To_Enable_Fallout_4_ModsOk, so I deleted EVERYTHING after: SResourceArchiveList=, and the game still crashes at launch, and when I go back into the .ini files it still has all that stuff; SResourceArchiveList=Fallout4 - Voices.ba2, Fallout4 - Meshes.ba2, Fallout4 - MeshesExtra.ba2, Fallout4 - Misc.ba2, Fallout4 - Sounds.ba2, Fallout4 - Materials.ba2 Link to comment Share on other sites More sharing options...
Sertith Posted April 29, 2016 Share Posted April 29, 2016 In response to post #37155425. #37155465, #37155610, #37155765, #37156020, #37158160, #37171325 are all replies on the same post.steve40 wrote: Â So far as I'm aware I don't have custom interface mods. I have "LoadingMenu.swf" and "pipboymenu.swf", are those custom? Absolutely, in fact, they are likely the cause of your crashes.Sertith wrote: So there should be NOTHING in that folder?Sertith wrote: In the .ini, I've got this:SResourceArchiveList=Fallout4 - Voices.ba2, Fallout4 - Meshes.ba2, Fallout4 - MeshesExtra.ba2, Fallout4 - Misc.ba2, Fallout4 - Sounds.ba2, Fallout4 - Materials.ba2What should be in there?Sertith wrote: Come on, Steve40, save me!Sertith wrote: Somebody, anybody...dying now...arghfhghrdfcllc......megapatato wrote: The answer, is: ""Really, nothing should follow the equals sign. Read this:http://wiki.nexusmods.com/index.php/Fallout_4_Mod_Installation#How_To_Enable_Fallout_4_ModsSertith wrote: Ok, so I deleted EVERYTHING after: SResourceArchiveList=, and the game still crashes at launch, and when I go back into the .ini files it still has all that stuff; SResourceArchiveList=Fallout4 - Voices.ba2, Fallout4 - Meshes.ba2, Fallout4 - MeshesExtra.ba2, Fallout4 - Misc.ba2, Fallout4 - Sounds.ba2, Fallout4 - Materials.ba2As for "Really, nothing should follow the equals sign. Read this:http://wiki.nexusmods.com/index.php/Fallout_4_Mod_Installation#How_To_", It doesn't say in there anywhere about SResourceArchiveList= Link to comment Share on other sites More sharing options...
RustyXXL Posted April 29, 2016 Share Posted April 29, 2016 In response to post #37146835. #37149335, #37149555, #37150540, #37163415, #37165000, #37165830, #37166020, #37166905, #37169290 are all replies on the same post.RustyXXL wrote: According to hlp in the fo4edit comments section ( https://www.nexusmods.com/fallout4/mods/2737/? ) the way nmm handels the plugin.txt in 1.5.157 is still wrong. He did test, and according to his results, the game loads the dlcs after all other esms, if the 3 master files aren't listed in the plugins.txt.Just thought, I'd leave that bit of information here.DevynDaBeast wrote: This is happening to me right now. When I look at NMM it is saying that all my plugins are active including my dlcs but LOOT is saying otherwise. It says that the dlcs are not active and I have not the slightest idea on how to fix this issue.RustyXXL wrote: make your loadorder and when done, close nmm. now open %appdata%\..\Local\Fallout4\plugins.txt (assuming you are on win7/8/10) and replace# This file is used by Fallout4 to keep track of your downloaded content.# Please do not modify this file.with# This file is used by Fallout4 to keep track of your downloaded content.# Please do not modify this file.*Fallout4.esm*DLCRobot.esm*DLCworkshop01.esm(assuming you have both dlcs. Close and don't start nmm again. Start anything else without nmm. If you start nmm again you will have to do these changes again, as nmm will remove those changes Note: make sure loot can handle the plugin.txt correctly, I really have no idea if it does. I don't use loot for fo4 atm.Deborah40 wrote: Since the update the DLC's are not managed the same way as mods anymore. They cannot be disabled through the mod manager, at least through the method used previously. It's likely the game looks at them differently as well. Ignore the warnings in loot, it's a failure on loot to recognize they're actually active. Loot will still work for the sorting, however.RustyXXL wrote: Actually they are, according to the source I provided above.It's basically saying, if you look at the savegames, when the 3 bethesda masters aren't listed in the plugins.txt, the game loads the files in the following order:Fallout4.esm<all other esms according to your loadorder><the 2 DLC esms><your esps, according to your loadorder>Which is the wrong order and can be the cause for ctds, or mods not working properly in other ways, as the official dlcs might overwrite their changes.When you put the 3 lines about the official esms in the loadorder in the savegame becomes<all esms according to your loadorder><all esps according to your loadorder>tat2atco wrote: So what you are saying is DO NOT start the game through NMM after enabling plug-ins?RustyXXL wrote: Yes, and additionally modify the plugins.txt as pointed out above after editing your loadorder with nmm.DarkHorizon1905 wrote: OK. Activating mods is working vor me now but in mods like homemaker a lod of objects dont show. theire invisible... It seems like that happens with all mods that add new textures/Objects.RustyXXL wrote: Make sure you did the edits to your ini that enable loose file loadingDarkHorizon1905 wrote: Loos File Loading?http://wiki.nexusmods.com/index.php/Fallout_4_Mod_Installation Link to comment Share on other sites More sharing options...
wimpymilkdrinker Posted April 29, 2016 Share Posted April 29, 2016 Thank you Outlander3734Â That fixed my issues with the CTD. I did have to turn off all my UI mods and settlement building mods, they seemed to be causing some problems for me too. Link to comment Share on other sites More sharing options...
eddieeddieeddie Posted April 29, 2016 Share Posted April 29, 2016 (edited) In response to post #37155875. #37159560, #37160435 are all replies on the same post.SkyRimJobb wrote: So wrecked. Between Bethesda's loader and Nexus, with mods, I've somehow LOST MY FREAKING STRUCTURES TAB for building... yayayayay.Having to go between two platforms sucks... Nexus was enough for me.vlaka wrote: Bethesda meddling with s#*! is annoying as heck >.<pjalm wrote: I am having same issue and can't figure it out. Started new game with no mods and same issue.i tried beths way of modding and ill stick with nmm, the biggest thing for me is if i install mods through fo4 launcher and decide to uninstall them i have to be connected to the net to uninstall the mods, i dont have to do that with nmm....with nmm only need to be connected to the web if looking for new mods downloading mods or new master list for loot or checking for updates for mods with nmm....and the updates are not working at the moment but it will be fixed....nexus stays on top of things but things take time to fix sometimes. Edited April 29, 2016 by eddieeddieeddie Link to comment Share on other sites More sharing options...
rayhne Posted April 29, 2016 Share Posted April 29, 2016 Why is NMM removing the damn asterisks every time I add, update or delete a mod?!?!?! Link to comment Share on other sites More sharing options...
Sertith Posted April 29, 2016 Share Posted April 29, 2016 In response to post #37146835. #37149335, #37149555, #37150540, #37163415, #37165000, #37165830, #37166020, #37166905, #37169290, #37171425 are all replies on the same post.RustyXXL wrote: According to hlp in the fo4edit comments section ( https://www.nexusmods.com/fallout4/mods/2737/? ) the way nmm handels the plugin.txt in 1.5.157 is still wrong. He did test, and according to his results, the game loads the dlcs after all other esms, if the 3 master files aren't listed in the plugins.txt.Just thought, I'd leave that bit of information here.DevynDaBeast wrote: This is happening to me right now. When I look at NMM it is saying that all my plugins are active including my dlcs but LOOT is saying otherwise. It says that the dlcs are not active and I have not the slightest idea on how to fix this issue.RustyXXL wrote: make your loadorder and when done, close nmm. now open %appdata%\..\Local\Fallout4\plugins.txt (assuming you are on win7/8/10) and replace# This file is used by Fallout4 to keep track of your downloaded content.# Please do not modify this file.with# This file is used by Fallout4 to keep track of your downloaded content.# Please do not modify this file.*Fallout4.esm*DLCRobot.esm*DLCworkshop01.esm(assuming you have both dlcs. Close and don't start nmm again. Start anything else without nmm. If you start nmm again you will have to do these changes again, as nmm will remove those changes Note: make sure loot can handle the plugin.txt correctly, I really have no idea if it does. I don't use loot for fo4 atm.Deborah40 wrote: Since the update the DLC's are not managed the same way as mods anymore. They cannot be disabled through the mod manager, at least through the method used previously. It's likely the game looks at them differently as well. Ignore the warnings in loot, it's a failure on loot to recognize they're actually active. Loot will still work for the sorting, however.RustyXXL wrote: Actually they are, according to the source I provided above.It's basically saying, if you look at the savegames, when the 3 bethesda masters aren't listed in the plugins.txt, the game loads the files in the following order:Fallout4.esm<all other esms according to your loadorder><the 2 DLC esms><your esps, according to your loadorder>Which is the wrong order and can be the cause for ctds, or mods not working properly in other ways, as the official dlcs might overwrite their changes.When you put the 3 lines about the official esms in the loadorder in the savegame becomes<all esms according to your loadorder><all esps according to your loadorder>tat2atco wrote: So what you are saying is DO NOT start the game through NMM after enabling plug-ins?RustyXXL wrote: Yes, and additionally modify the plugins.txt as pointed out above after editing your loadorder with nmm.DarkHorizon1905 wrote: OK. Activating mods is working vor me now but in mods like homemaker a lod of objects dont show. theire invisible... It seems like that happens with all mods that add new textures/Objects.RustyXXL wrote: Make sure you did the edits to your ini that enable loose file loadingDarkHorizon1905 wrote: Loos File Loading?RustyXXL wrote: http://wiki.nexusmods.com/index.php/Fallout_4_Mod_InstallationHey so adding # This file is used by Fallout4 to keep track of your downloaded content.# Please do not modify this file.*Fallout4.esm*DLCRobot.esm*DLCworkshop01.esmto my plugins.txt file made it so I at least don't get CTD at the start, but it's still CTDing once I load a save. Any ideas for that? Link to comment Share on other sites More sharing options...
xTLRxPrototype Posted April 29, 2016 Share Posted April 29, 2016 In response to post #37146835. #37149335, #37149555, #37150540, #37163415, #37165000, #37165830, #37166020, #37166905, #37169290, #37171425, #37173420 are all replies on the same post.RustyXXL wrote: According to hlp in the fo4edit comments section ( https://www.nexusmods.com/fallout4/mods/2737/? ) the way nmm handels the plugin.txt in 1.5.157 is still wrong. He did test, and according to his results, the game loads the dlcs after all other esms, if the 3 master files aren't listed in the plugins.txt.Just thought, I'd leave that bit of information here.DevynDaBeast wrote: This is happening to me right now. When I look at NMM it is saying that all my plugins are active including my dlcs but LOOT is saying otherwise. It says that the dlcs are not active and I have not the slightest idea on how to fix this issue.RustyXXL wrote: make your loadorder and when done, close nmm. now open %appdata%\..\Local\Fallout4\plugins.txt (assuming you are on win7/8/10) and replace# This file is used by Fallout4 to keep track of your downloaded content.# Please do not modify this file.with# This file is used by Fallout4 to keep track of your downloaded content.# Please do not modify this file.*Fallout4.esm*DLCRobot.esm*DLCworkshop01.esm(assuming you have both dlcs. Close and don't start nmm again. Start anything else without nmm. If you start nmm again you will have to do these changes again, as nmm will remove those changes Note: make sure loot can handle the plugin.txt correctly, I really have no idea if it does. I don't use loot for fo4 atm.Deborah40 wrote: Since the update the DLC's are not managed the same way as mods anymore. They cannot be disabled through the mod manager, at least through the method used previously. It's likely the game looks at them differently as well. Ignore the warnings in loot, it's a failure on loot to recognize they're actually active. Loot will still work for the sorting, however.RustyXXL wrote: Actually they are, according to the source I provided above.It's basically saying, if you look at the savegames, when the 3 bethesda masters aren't listed in the plugins.txt, the game loads the files in the following order:Fallout4.esm<all other esms according to your loadorder><the 2 DLC esms><your esps, according to your loadorder>Which is the wrong order and can be the cause for ctds, or mods not working properly in other ways, as the official dlcs might overwrite their changes.When you put the 3 lines about the official esms in the loadorder in the savegame becomes<all esms according to your loadorder><all esps according to your loadorder>tat2atco wrote: So what you are saying is DO NOT start the game through NMM after enabling plug-ins?RustyXXL wrote: Yes, and additionally modify the plugins.txt as pointed out above after editing your loadorder with nmm.DarkHorizon1905 wrote: OK. Activating mods is working vor me now but in mods like homemaker a lod of objects dont show. theire invisible... It seems like that happens with all mods that add new textures/Objects.RustyXXL wrote: Make sure you did the edits to your ini that enable loose file loadingDarkHorizon1905 wrote: Loos File Loading?RustyXXL wrote: http://wiki.nexusmods.com/index.php/Fallout_4_Mod_InstallationSertith wrote: Hey so adding # This file is used by Fallout4 to keep track of your downloaded content.# Please do not modify this file.*Fallout4.esm*DLCRobot.esm*DLCworkshop01.esmto my plugins.txt file made it so I at least don't get CTD at the start, but it's still CTDing once I load a save. Any ideas for that?OMG IM HAVING THIS EXACT SAME ISSUE TO PLEASE GET BACK TO ME IF U FIND A FIX! Link to comment Share on other sites More sharing options...
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