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Nexus Mod Manager is disabling all my plugins


CloakDagger

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It's really annoying. I install a mod, then go in game only to find out that it's disabled.

 

So I have to exit the game and reenable every single mod, which is now greyed out, and for some reason it takes like 30 seconds for NMM to enable the mods even though it's just editing a text file and if it was written properly it should activate them all instantly.

 

Fix the NMM already. Add an automatic read-only edit if the game is disabling the mods. This is really irritating.

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Every time I make a change, even if it's adjusting load order it deactivates the mods. However, I found that making all the changes I need to make and then reactivating the mods and starting the game seems to work.

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It's not a NMM issue. The game disables them. The fix apparently is to set plugins.txt to read-only, but that hasn't worked for me.

 

Every time I make a change, even if it's adjusting load order it deactivates the mods. However, I found that making all the changes I need to make and then reactivating the mods and starting the game seems to work.

 

I'm checking the plugins.txt, and whenever they don't have the *, I know I need to restart my NMM an reenable everything.

 

This is an error with NMM, because it should fix this on it's own, there should be no unasterixed mods because NMM shouldn't generate any.

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I'm pretty sure it's the in game load order organizer causing these issues. I've found an easy way to deal with it.

 

Make sure plugins.txt is read only.
Keep your plugins.txt folder open.

Make sure NMM is updated to latest version.

After enabling all mods in NMM open plugins.txt and make sure NMM placed the * in front of all mods. If it did not, close plugins.txt and deselect/reselect a mod, maybe move it up an order and back into place. You'll see the plugins.txt file flash quickly. Check to make sure NMM enabled the *. It will. I've tested this extensively.
DO NOT use bethesda.net for downloading mods unless you feel like dealing with it reloading your plugins.txt file in game...usually resulting in a CTD. Then having to start all over with NMM in some cases...or at the very least several mods deselected...for whatever reason.

A nice side effect of this BS is fo4edit requires no * in front of the mods in the plugins.txt file. So, if you want to work with fo4edit for merged patches or whatever, just do the deselect/reselect move things around trick and NMM will remove the *. Then when you're done editing in fo4edit, just do the same stuff all over again to get the * in the plugins.txt.

I've done this a ton today, testing various methods, messed around with a bunch of merge patches in fo4edit, back and forth, even some stuff with the bethesda.net mods. It does work. Until fo4edit gets updated and nmm works out the whole * thing, this is the easiest method I've discovered.

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I found out, it's a bug with NMM. The latest update screwed a lot of things up, including mod update notifications and plugins. Anytime you mess with your mods, you must reenable the plugins again before playing.

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Great....now I can't enable any of my plugins, including Automatron and Wasteland Workshop because every time I try to, It gives my the error trace log notification.....

 

Edit: Fixed. Updated NMM

Edited by Basil456
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  • 4 weeks later...

I had to replace my C Drive so had to reinstall NMM (which gave me the newest version).

So far it appears that my mods are working (all are checked under the plugin tab).

Under the mod tab though it shows that they are not installed or activated.

The only one with a green check mark is the new one I downloaded last night.

 

 

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