Jump to content

Mods without plugins being de-activated automatically/ plugins not being generated in mod manager


TerraSloth

Recommended Posts

In trying to mod fallout 4 I've taken a few steps I want to lay out to get anyone who reads this up to speed

1. Edited Prefs.ini to include the "bEnableFileSelection=1" under "[Launcher]"

2. Edited fallout4.ini to include the long list of items under "sResourceDataDirsFinal="

3. launched game and had issues.

4. manually added ba2 file for Alternate start mod

5. launched and played until I noticed missing mods(about 30 minutes)

6. tried to re-activate "Full Dialogue interface" -it never had a plugin, not sure if intentional never used the mod before. this occurs for several smaller mods in my game

7. removed long list of items after "sResourceDataDirsFinal=" at the command of NMM upon re-activating "Full Dialogue Interface"

8. edited fallout4custom.ini's "[Archive]" to end with "bInvalidateOlderFiles=1" and "sResourceDataDirsFinal="

9. attempted re-activation of all mods that gave me trouble

10. none activated

 

So I'm not entirely sure what I need to do at this point, I'm not sure why none of these mods are activating I should note that I am using f4se and launching with that in NMM.

 

Link to comment
Share on other sites

First of all, mods that don't have a plug-in are usually texture overwrites and can't get deactivated since they have overwritten existing files.

 

Secondly, when installing mods manually, did you set the correct path for NMM so that it knows where your game is installed? If the set-up is correct, did you look if the plug-ins have been checked in NMM?

 

Try re-installing your mods through NMM itself, instead of manually. I have meanwhile installed a couple of thousand for FO4 alone and only very rarely do I encounter a glitch.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...