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FO4Edit selections inverted


jc9542

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Anyone else getting all your active plugins turned off and the inactive ones turned on in FO4Edit? Started happening to me after the 1.5 patch, but I also tried to move my Nexus download folder off my SSD to my mechanical driver to save some space the same night which I don't think should affect anything. I don't see any config options for FO4edit so far. Thank goodness they added in an option to invert the current selections.

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Had the same issue, but there seems to be a work around...although I'm not sure why it works, or if it will work for anyone else. Set plugins.txt to read only. Make sure you have the latest version of nmm. Go through the one time reselecting of all plugins through nmm. It will automatically put a * in front of the mods you select in nmm. Make sure this happens by opening up plugins.txt and verifying the * are there in front of all mods.

fo4edit currently doesn't like the way 1.5 loads mods in the plugins.txt...the * screws it all up? The mods are loaded all sorts of strange when starting up f04edit, and the main esm files are usually deselected as well.

In order for fo4edit to read the plugins.txt there can be no * in front of the mods. Two ways to do this from my tests.

 

1. The hard way - Back up the plugins.txt file. Remove the read only bit on the plugins.txt. Use the replace all function and change * to nothing. Or remove each one individually. Now everything should load in fo4edit properly, but remember the esm boxes will need checked. After editing you'll need to go back and add the * to every mod again, set to read only. Not fun.

2. The easy way - Hopefully nmm doesn't fix this. If you deselect and select a mod in the load manager, or remove a mod, all of the * get removed from the plugins.txt file automatically. You can now use fo4edit, the plugins.txt file stays read only, magic happens. When you're done editing in fo4edit, deselect and select a mod, and nmm should put the * back on all of the mods. Make sure to check the plugins.txt file when doing this. It's weird, but it works....for whatever reason.

 

No idea how I figured this out, but I've been able to replicate every time I've tried. Go figure. Also by verifying the plugins.txt has the * you don't have to worry about the BS load order crap through bethesda.net. That UI is total crap, and not fun to work with when dealing with 240 mods...

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eldiabs, on 30 Apr 2016 - 08:14 AM, said:

Had the same issue, but there seems to be a work around...although I'm not sure why it works, or if it will work for anyone else. Set plugins.txt to read only. Make sure you have the latest version of nmm. Go through the one time reselecting of all plugins through nmm. It will automatically put a * in front of the mods you select in nmm. Make sure this happens by opening up plugins.txt and verifying the * are there in front of all mods.

 

fo4edit currently doesn't like the way 1.5 loads mods in the plugins.txt...the * screws it all up? The mods are loaded all sorts of strange when starting up f04edit, and the main esm files are usually deselected as well.

 

In order for fo4edit to read the plugins.txt there can be no * in front of the mods. Two ways to do this from my tests.

 

1. The hard way - Back up the plugins.txt file. Remove the read only bit on the plugins.txt. Use the replace all function and change * to nothing. Or remove each one individually. Now everything should load in fo4edit properly, but remember the esm boxes will need checked. After editing you'll need to go back and add the * to every mod again, set to read only. Not fun.

 

2. The easy way - Hopefully nmm doesn't fix this. If you deselect and select a mod in the load manager, or remove a mod, all of the * get removed from the plugins.txt file automatically. You can now use fo4edit, the plugins.txt file stays read only, magic happens. When you're done editing in fo4edit, deselect and select a mod, and nmm should put the * back on all of the mods. Make sure to check the plugins.txt file when doing this. It's weird, but it works....for whatever reason.

 

No idea how I figured this out, but I've been able to replicate every time I've tried. Go figure. Also by verifying the plugins.txt has the * you don't have to worry about the BS load order crap through bethesda.net. That UI is total crap, and not fun to work with when dealing with 240 mods...

 

This is not a workaround this is actually how the game handles mods since 1.5 and all mod manager have to adapt to it.

 

YOU MUST PUT A * BEFORE ANY MOD YOU WANT ACTIVE IN PLUGINS.TXT SINCE 1.5. loadorder.txt is also ignored.

 

FO4EDIT show the ACTUAL load order the engine will use, so no, it is not messed up.

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eldiabs, on 30 Apr 2016 - 08:14 AM, said:

Had the same issue, but there seems to be a work around...although I'm not sure why it works, or if it will work for anyone else. Set plugins.txt to read only. Make sure you have the latest version of nmm. Go through the one time reselecting of all plugins through nmm. It will automatically put a * in front of the mods you select in nmm. Make sure this happens by opening up plugins.txt and verifying the * are there in front of all mods.

 

fo4edit currently doesn't like the way 1.5 loads mods in the plugins.txt...the * screws it all up? The mods are loaded all sorts of strange when starting up f04edit, and the main esm files are usually deselected as well.

 

In order for fo4edit to read the plugins.txt there can be no * in front of the mods. Two ways to do this from my tests.

 

1. The hard way - Back up the plugins.txt file. Remove the read only bit on the plugins.txt. Use the replace all function and change * to nothing. Or remove each one individually. Now everything should load in fo4edit properly, but remember the esm boxes will need checked. After editing you'll need to go back and add the * to every mod again, set to read only. Not fun.

 

2. The easy way - Hopefully nmm doesn't fix this. If you deselect and select a mod in the load manager, or remove a mod, all of the * get removed from the plugins.txt file automatically. You can now use fo4edit, the plugins.txt file stays read only, magic happens. When you're done editing in fo4edit, deselect and select a mod, and nmm should put the * back on all of the mods. Make sure to check the plugins.txt file when doing this. It's weird, but it works....for whatever reason.

 

No idea how I figured this out, but I've been able to replicate every time I've tried. Go figure. Also by verifying the plugins.txt has the * you don't have to worry about the BS load order crap through bethesda.net. That UI is total crap, and not fun to work with when dealing with 240 mods...

 

This is not a workaround this is actually how the game handles mods since 1.5 and all mod manager have to adapt to it.

 

YOU MUST PUT A * BEFORE ANY MOD YOU WANT ACTIVE IN PLUGINS.TXT SINCE 1.5. loadorder.txt is also ignored.

 

FO4EDIT show the ACTUAL load order the engine will use, so no, it is not messed up.

 

 

No man. The workaround is the select/deselect in nmm to automatically remove and add the * in the plugins.txt file without doing it manually in order to get fo4edit to recognize the proper load order through the plugins.txt.

 

And technically, it IS a workaround as fo4edit has not been upgraded yet to recognize the new plugins.txt structure.

 

Edit: Also, this is important to do any time you make a load order change in NMM as well. Because if you don't, and nmm hasn't added the * to your mods, you may end up having a blast with the crap fest that is the load order organizer that is bethesda.net. That thing is the devil. Built for console players...and I feel sorry for them. That thing sucks, and it's probably why there are so many complaints on these forums about their mods not working. They aren't doing it right. I'm running 242 esp mods right now, both from bethesda.net and from the nexus through nmm. It all works together flawlessly if you use nmm to control the plugins.txt load order and * handling automatically. It's also important to use nmm to control the plugins.txt for fo4edit as it's not recognizing the *, hence the OP's initial problem.

Edited by eldiabs
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Hey what is FO4Edit using as a basis for load order since it's ignoring loadorder.txt? Lately whenever I boot up FO4Edit, it keeps putting files ahead of their masters and crashes out. I've tried adjusting my load order in NMM and in plugins.txt but it seems to be ignoring that. Do I need boot up Beth's mod manager and make adjustments there?

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I personally wrote that part in xEdit so if I tell you it is working properly I know it does! :smile:

 

Thanks for making it!

 

I'm pretty sure I have the latest version. And it will only read the load order if the plugins.txt has no asterisks * in front of the mod listings. With the asterisks in front of the mod listings, fo4edit does some crazy stuff to the load order. Maybe I don't have the latest version. Perhaps others having similar issues are in the same boat.

 

Whatever though. Doesn't matter to me. I have it working in my own way. Was just trying to explain to others who are having similar issues how I got it to work.

 

No asterisks in front of mods in plugins.txt equals fo4edit working for me, asterisks in front of mods in plugins.txt equals fao4edit not working for me.

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jc9542, on 04 May 2016 - 05:52 AM, said:

Hey what is FO4Edit using as a basis for load order since it's ignoring loadorder.txt? Lately whenever I boot up FO4Edit, it keeps putting files ahead of their masters and crashes out. I've tried adjusting my load order in NMM and in plugins.txt but it seems to be ignoring that. Do I need boot up Beth's mod manager and make adjustments there?

 

It uses plugins.txt only, the same way the game does.

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I'm looking at it right now. It's not the same. If the load order fo4edit was showing was the actual order, my game would crash as I'm utilizing merged patches, and asterisks, fo4edit is trying to load some of the masters of those merged patches after the merged patches, then kicking out errors about missing masters. And it's not showing the same load order as the plugins.txt when asterisks are in front of the mods. Yet with no asterisks, it loads just fine. The in game load order is also not showing the load order fo4edit is showing with asterisks. It is showing the one I set up in nmm.

 

With asterisks, trying to load f04edit, does not work, order is wrong - http://i.imgur.com/u7M6p0B.jpg

Without asterisks, proper load as per plugins.txt and nmm, f04edit works - http://i.imgur.com/tnsudIk.jpg

 

After I edit in fo4edit, I enable asterisks again, game loads fine with the order I designate in nmm, and it shows the same order with in game load order menu. No issues, no crashes, lots of lots of mods, properly loaded and patched.

 

Look, I'm not going to argue with you anymore. What you are saying is not what is happening for me. It's obviously not with other people having issues either. I'm done.

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