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NMM Mods no longer work with creation kit update


Conman59

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Guys this isn't anything new,

 

Mods get busted by updates all the time that's old News this has been a known trend since well what Morrowind.

 

Fallout 3 had an update that was so busted that all the ESP's had to be turned into Master Files and no authors weren't around to do that for you....Had to do it ourselves with Xedit.

 

 

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May not be anything new, but it's still stupid on Bethesda's part. There is a reason I play with Steam in Offline mode all the time. The one week I don't and I get screwed. So much for Fallout 4 this weekend. Guess Witcher 3 wins, once again.

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To get your mods back:

 

Edit plugins.txt. Put an asterisk in front of every mod except Fallout4.esm and the DLCs. Save and make the file read-only.

If FO4 crashes on startup, remove any modified file that you have in "Data\Interfaces" and also make sure that none of those files are being pre-loaded in your game's ini files.

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Here's how I got mine to work. Update to the newest version of NMM (0.61.20), make sure you got a profile saved.

If your mods are showing, but not marked: click on the green check mark, uninstall any mod that changes the UI, then click on the icon below the green check mark and choose "Export to a text file".

If your mods are NOT showing: reinstall every mod but DO NOT install any mods that change the UI

Once done, start the game. You should to load your last save game.

Just for good measure (and not to get your mods disabled, not tested), click on the Mods menu in-game, create a Bethesda.net account. Once that is done, press T to bring up the Load order. Check every mod by pressing enter. Once done, start your game.

For some reason, installing any UI changing mods causes CTDs. Let me, or any else know if this works.

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OK, I posted in two other discussions yesterday about this work around. First go get and install the F4se (Fallout 4 Script Extender) files from Silverlight, Next set NMM to launch F4se rather than the normal Fallout 4 launch program. lastly check all of your plugins you want to be active then launch the game. I was updated yesterday morning and after getting the F4se files for 1.5 was able to play all day. Just logged in to NMM and all of my plugins are still selected and I anticipate no problems playing the game.

 

The correct version of F4se is the Beta version 0.1.13. Try this but the games will still show as Modded. Good luck and YMMV.

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I sorted out my problem with the game not recognizing the mods I had enabled in the latest version of NMM. It seems that if there is a mod in your load order that the game doesn't like, it rejects the entire load order and disables all the mods. In my case, the mod the game didn't like was Depth of Field Remover. I narrowed it down to that by disabling all my mods and slowly enabling them and loading the game. With that mod uninstalled, I can now enable my mods in NMM, and load the game and play without messing with the in-game Mods menu.

 

So, if you are having problems, try disabling them all and then gradually enabling them in small groups to see if the game will load them.

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You shouldn't have to do anything with the new ingame mod menu or log into Bethesda.net. I haven't touched the in game mods menu once and am running v1.5 with 114 active plugins. You just have to make sure that you're not using any outdated plugins which are incompatible with 1.5 and that any interface mods which are now incompatible did not leave loose files in your data folder. Also plugins in your plugins.txt file need to have * before them.

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To get your mods back:

 

Edit plugins.txt. Put an asterisk in front of every mod except Fallout4.esm and the DLCs. Save and make the file read-only.

If FO4 crashes on startup, remove any modified file that you have in "Data\Interfaces" and also make sure that none of those files are being pre-loaded in your game's ini files.

 

Seems like I was able to get just about everything to work with this method, but apparently KeyNuker messes with the HUD, so I'm unable to use that now, and it seems nobody else has come up with a Keyring mod...

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