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LOOT and Fo4edit recognizes active plugins backwards after Fallout 4 1.5 Update


landonaaronp

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After updating to the newest version of Fallout 4 (1.5.157), LOOT no longer correctly recognizes which plugins are active. If I deactivate a plugin in NMM LOOT will show that plugin is active, and if I activate a plugin in NMM LOOT shows that it is inactive. Fo4edit works exactly the same way. The only exception to this are the main Fallout4.esm and DLC esm's (DLCRobot.esm, and DLCWorkshop01.esm). These are always shown as inactive regardless of whether they are activated in NMM or not.

 

Despite what LOOT and Fo4edit report the plugins seem to be active and working fine in the actual game it is just a problem with LOOT and Fo4edit recognizing this. I can kind of work around the issue in Loot by selecting the opposite of my load order in NMM (deactivating the plugins I want to use, and activating the ones I don't) sorting the plugins in LOOT, then selecting the correct plugins in NMM again, but it gets old, and since it always shows that the DLC are inactive I always get error messages for mods which use the DLC as masters. With Fo4edit you just have to remember what your load order is and select those plugins manually when it first opens, or select the opposite of your load order in NMM like with LOOT.

 

Does anyone know what is going on here or how to fix it?

 

I can't figure out how to attach a picture to this post (I get a file too larger error if I use "Attach Files", and I get an error saying I am not allowed to use a picture with that extension (.jpeg and .gif) if I use the little picture icon on the message editor), so I am just going leave some links to the pictures showing what I am talking about with NMM, LOOT, and Fo4edit.

 

https://onedrive.live.com/redir?resid=43924233190B3164!10455&authkey=!AHnsk20OAgAn46E&v=3&ithint=photo%2cjpg

https://onedrive.live.com/redir?resid=43924233190B3164!10453&authkey=!ANI55D-e94CrXfs&v=3&ithint=photo%2cjpg

 

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I got Loot to work by messing with my plugin folders, but FO4 Edit still does the same thing. I'm wondering if it's because the active plugins in the plugins text are marked with an asterisk, while the inactive ones aren't. Previous to the 1.5 update, inactive plugins weren't listed.

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I got Loot to work by messing with my plugin folders, but FO4 Edit still does the same thing. I'm wondering if it's because the active plugins in the plugins text are marked with an asterisk, while the inactive ones aren't. Previous to the 1.5 update, inactive plugins weren't listed.

i got mine fo4edit to work by messing this the ini. i took all the ( * ) away from each mod..... (make sure you do a copy of ur ini before doing this so u dont have to redo everything all over again..

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Sure,

 

Wait till Loot is updated.

 

 

You know back when it was Fallout 3,

 

BOSS really wasn't as good as people made it out to be so we had to write out the load order on our mod releases so people could at least organize their Load Order in a fashion that worked.

 

OF course this not knowing bit drove me to learn how to use Xedit so well that I made quite a few mods with just that alone.

 

Very handy tool to find issues once you know its ins and outs.

Edited by gamefever
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