Jump to content

Mods wont load


Faszista

Recommended Posts

 

Another update; I've tried to install the Courser X-92 power armour and Azar's ponytails, and both are acknowledged to be in the game, although all of the ponytails make the player bald, and the armour renders the character invisible. Any ideas on what's going on?

Sounds like your using the latest beta version of NMM, which is pretty buggy (and no longer supported by the devs as they're working on a brand new mod manager) and known to have many issues correctly installing mods.

You can use an older (working) version of NMM via here

 

NMM beta versions are supported (and developed further) until this new mod manager will be released, which could be a while still since it concerns a built from scratch manager that will incorporate features of both NMM and MO... It is on the other hand MO (Mod Organizer) which is no longer in development, since its dev has been put to the task of building this new manager...

 

NMM v0.63.11 works fine for me. 353 mods installed of which 244 have a plug-in.

 

Okay I got the mods working by launching fallout through Nexus mod manager, but they still don't work if I use the original fallout 4 launcher.

 

Yes, that's how it works. You have to launch FO4 via Nexus, so it can load your mods into the game. Launching via the FO4 exe bypasses that process, hence your mods won't show up in game.

 

I've been launching my game with the regular launcher or the F4SE.exe through Bilago's Configuration Tool for over a year. Can't remember ever having started the game through NMM...

Link to comment
Share on other sites

 

NMM beta versions are supported (and developed further) until this new mod manager will be released, which could be a while still since it concerns a built from scratch manager that will incorporate features of both NMM and MO... It is on the other hand MO (Mod Organizer) which is no longer in development, since its dev has been put to the task of building this new manager...

NMM is no longer supported per Dark One: https://forums.nexusmods.com/index.php?/topic/5159340-nmm-is-currently-end-of-line-read-why-and-what-this-means/

Mod Organizer 2 has been picked up by a new lead developer and is being supported again: http://www.nexusmods.com/skyrimspecialedition/mods/6194/? He's also forked it onto his own github page.

Link to comment
Share on other sites

 

NMM beta versions are supported (and developed further) until this new mod manager will be released, which could be a while still since it concerns a built from scratch manager that will incorporate features of both NMM and MO... It is on the other hand MO (Mod Organizer) which is no longer in development, since its dev has been put to the task of building this new manager...

 

NMM v0.63.11 works fine for me. 353 mods installed of which 244 have a plug-in.

 

 

I've been launching my game with the regular launcher or the F4SE.exe through Bilago's Configuration Tool for over a year. Can't remember ever having started the game through NMM...

 

 

I didn't mention using F4SE as I didn't want to potentially confuse the OP if they're not familiar with it themselves.

I haven't used Bilago's config tool myself, so can't comment on it. Maybe I'll have a look at it again and see if I'd find it useful.

What I meant with NMM is that Dark One has stated that it is 'end of line' (as Damanding kindly linked to above) so there won't be any more updates/support for it.

I've read lots of other users having problems with the latest version, thankfully I had the uncanny foresight to ignore updating mine (still using vrsn 0.61.23)

Good to hear that there are some who haven't had any problems with it.

I generally have NMM loaded up before playing so I can remember to check up on certain mods I've downloaded but that I'm not fully acquainted with (it's hard to keep tabs on them sometimes!)

Edited by AGreatWeight
Link to comment
Share on other sites

 

 

NMM beta versions are supported (and developed further) until this new mod manager will be released, which could be a while still since it concerns a built from scratch manager that will incorporate features of both NMM and MO... It is on the other hand MO (Mod Organizer) which is no longer in development, since its dev has been put to the task of building this new manager...

NMM is no longer supported per Dark One: https://forums.nexusmods.com/index.php?/topic/5159340-nmm-is-currently-end-of-line-read-why-and-what-this-means/

Mod Organizer 2 has been picked up by a new lead developer and is being supported again: http://www.nexusmods.com/skyrimspecialedition/mods/6194/? He's also forked it onto his own github page.

 

I stand corrected. Thanks for the update :wink:

 

 

 

 

 

NMM beta versions are supported (and developed further) until this new mod manager will be released, which could be a while still since it concerns a built from scratch manager that will incorporate features of both NMM and MO... It is on the other hand MO (Mod Organizer) which is no longer in development, since its dev has been put to the task of building this new manager...

 

NMM v0.63.11 works fine for me. 353 mods installed of which 244 have a plug-in.

 

 

I've been launching my game with the regular launcher or the F4SE.exe through Bilago's Configuration Tool for over a year. Can't remember ever having started the game through NMM...

 

 

...()...What I meant with NMM is that Dark One has stated that it is 'end of line' (as Damanding kindly linked to above) so there won't be any more updates/support for it...()...

 

...()...I generally have NMM loaded up before playing so I can remember to check up on certain mods I've downloaded but that I'm not fully acquainted with (it's hard to keep tabs on them sometimes!)

 

Sure, but between Dark One's statement and now there have been three NMM updates still...

 

And I always open NMM first thing after having booted my PC and then come to Nexus to check on mods for updates or new stuff :wink:

Link to comment
Share on other sites

  • 8 months later...

Allright, the answer is update 1.5 is trying to screw us. The workaround is this:

 

1. Manually download files - see video by gopher

2. Add the names of the mods to "plugins" in your user/fallout4(or game/fallout4)/appdata/local

3. Prefix it with and asterix and suffix with .esp

4. Save file

5. click on file and bring up properties

6. check "read only" and apply

 

This works with esp files. Not sure about file folders yet.

Link to comment
Share on other sites

  • 3 months later...
  • Recently Browsing   0 members

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