nighthawk8412 Posted October 17, 2016 Share Posted October 17, 2016 Why do the Mods tab and the Plugins tabs not seem to talk to each other in Nexus Mod Manager version 0.63.1? Sometimes I want to isolate a mod to troubleshoot a problem that I think is actually attributed to just that one mod. I will go into the Plugins tab to disable all plugins and then select only that one plugin for that one mod to be enabled. When I go back into the Mods tab all of the mods I had enabled will still have the checkmark next to their names, leading me to be confused about whether or not the mod is actually disabled or not. Am I right in thinking that when I disable a mod's plugins that the mod should show as disabled in the Mods tab as well? Just in case this problem is game specific, and not NMM version 0.63.1 specific, please note that I am referring to mods for Fallout 4. Please somebody help me to not be so confused about the two tabs. Sincerely,Jennifer M. Montgomery[email protected] Link to comment Share on other sites More sharing options...
bill8872 Posted October 17, 2016 Share Posted October 17, 2016 The mod tab lets you know which mods are installed in the game your plaing. The plugin tab lets you know which mods are active, and will load when you start the game. It is the same for every game NMM supports. Link to comment Share on other sites More sharing options...
nighthawk8412 Posted October 19, 2016 Author Share Posted October 19, 2016 The mods tab will display the mods that the user has installed but neither enabled nor disabled listed in a grey font color, the mods that the user has installed and enabled in bold with a green checkmark next to the title of the mod, and the mods that the user has installed, enabled, and then disabled in bold with a red no symbol/circle-backslash symbol next to the title of the mod. The user can right click to view the filename/plugin name/technical name/code name of the selected/highlighted mod, view the readme, install it (if it's grey), disable it, enable it, reinstall it, uninstall and/or delete it using one of three options in the pop-up submenu, enable or disable mod update warnings in another pop-up submenu, and/or move the mod to a certain category using yet another pop-up submenu. The plugins tab will then show the title of the enabled plugin in the box that lists all the mods activated in the mods tab, with the most recently enabled at the bottom by default. The user can reorder them using the green arrows to go up and down the list to move the mod higher or lower, respectively, in the load order. The user can also uncheck the box next to the title of the selected mod, which, according to my logic, will enable it when checked and disable it when unchecked. The user can also click the red no symbol or the check mark in the column next to the mods list and disable or enable all mods in the list, respectively. The following is where I consider my confusion to exist. According to my logic, what happens in one tab should affect the other and vice versa. That, however, does not seem to be the case. Instead the user is left to ponder which mod(s) will be impacted by checking or unchecking the box next to the title of the selected plugin when he or she switches back to the mods tab. The plugins tab should tell the mods tab to mark the selected plugin for a mod that the mod is not disabled or at least change the color of the font for that mod or in some other way indicate that a plugin is not activated within the corresponding mod(s). That would go along way in clearing up my confusion and taking some of the guesswork out of determining which mods aren't using all of the available plugins for it. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now