SmoothVodka Posted April 17, 2018 Share Posted April 17, 2018 I've had this problem for the past few days now, and I don't know why it's happening. Every mod that has an esp and comes up in the plugins tab seems to be fine and stay checked, and I've fixed all problems in LOOT and FO4Edit with no errors or messages left over, but the issue is still happening. I really wanted to play this game as I have gotten a new PC but the disabling is really letting me down, and I can't figure out why.I'm a fairly new person to modding, and I've tried to do everything that looks and seems right so any help is very greatly appreciated, please no toxicity. Thank you :) If you need me to provide any logs or images I can do so upon request, just not sure what I would need to provide at the get-go. Link to comment Share on other sites More sharing options...
JimmyRJump Posted April 18, 2018 Share Posted April 18, 2018 What version of NMM are you using? Check GitHUB for the REAL latest version as The Nexus stopped support for NMM since the alpha of Vortex was released and as a consequence the downloadable version of NMM found on The Nexus is outdated. Sometimes NMM show the red circle even though the mod is installed properly. Right-click (twice if needed) any of the supposedly deactivated mods and check in the pop-up menu if the "Install and activate" tick is greyed-out or green. If it's green the mod is installed and NMM for some reason shows the red circle nevertheless. If it's greyed-out I haven't got a clue why NMM would deactivate the mod(s). Welcome to The Nexus, by the way :wink: And here's some Toxicity anyway: Link to comment Share on other sites More sharing options...
SmoothVodka Posted April 19, 2018 Author Share Posted April 19, 2018 What version of NMM are you using? Check GitHUB for the REAL latest version as The Nexus stopped support for NMM since the alpha of Vortex was released and as a consequence the downloadable version of NMM found on The Nexus is outdated. Sometimes NMM show the red circle even though the mod is installed properly. Right-click (twice if needed) any of the supposedly deactivated mods and check in the pop-up menu if the "Install and activate" tick is greyed-out or green. If it's green the mod is installed and NMM for some reason shows the red circle nevertheless. If it's greyed-out I haven't got a clue why NMM would deactivate the mod(s). Welcome to The Nexus, by the way :wink: And here's some Toxicity anyway: I was running the NMM version found on the website, but I just installed the latest GitHub version and upon right clicking a mod that has a red circle it has the green tick that says activate.Should I try and reinstall all mods using the new NMM, or do you think it would be fine just installing the new version without uninstalling mods? I even cleaned up my LOOT, did auto sort load order (since I'm not knowledgeable enough to do so myself) and cleaned all ITM using FO4Edit. Do you think it could be a thing with incompatible mods that isn't being shown in LOOT or NMM? I very much appreciate the help, and the Toxicity ;) Link to comment Share on other sites More sharing options...
JimmyRJump Posted April 19, 2018 Share Posted April 19, 2018 LOOT hasn't got any influence on non-plug-in mods. Not necessary either since those mods are usually texture replacers and overwrite vanilla files. Uninstalling a mod that has overwritten existing files will have NMM re-installing the vanilla textures automatically. You can try to re-install all the red-circled mods, but the best way to do that is again right-click the mod and choose "Uninstall or delete --> From active profile" and then re-install the mod through hitting the green tick top of the left-hand sidebar. Choosing the "Reinstall mod" option from the right-cllick pop-up menu often has NMM going off the rails. When hitting the red circle in the sidebar for an active mod, that doesn't uninstall it; it simply deactivates the mod. Can be usefull for a mod that has a FOMOD with tons of options you don't want to swim through when temporarily not needing the mod in the game. But like I said, the best way to make sure a mod is uninstalled properly is through the right-click pop-up menu and installing through the green tick top left. If you are using a mod that needs to be loaded after another specific mod and LOOT adds the former somewhere else entirely, you can manually adapt your load order by editing the plugins.text located in X:\Users\Your Name\AppData\Local\Fallout4, where "X" stands for whatever letter is attributed to your drive that has the operating system. Link to comment Share on other sites More sharing options...
SmoothVodka Posted April 19, 2018 Author Share Posted April 19, 2018 LOOT hasn't got any influence on non-plug-in mods. Not necessary either since those mods are usually texture replacers and overwrite vanilla files. Uninstalling a mod that has overwritten existing files will have NMM re-installing the vanilla textures automatically. You can try to re-install all the red-circled mods, but the best way to do that is again right-click the mod and choose "Uninstall or delete --> From active profile" and then re-install the mod through hitting the green tick top of the left-hand sidebar. Choosing the "Reinstall mod" option from the right-cllick pop-up menu often has NMM going off the rails. When hitting the red circle in the sidebar for an active mod, that doesn't uninstall it; it simply deactivates the mod. Can be usefull for a mod that has a FOMOD with tons of options you don't want to swim through when temporarily not needing the mod in the game. But like I said, the best way to make sure a mod is uninstalled properly is through the right-click pop-up menu and installing through the green tick top left. If you are using a mod that needs to be loaded after another specific mod and LOOT adds the former somewhere else entirely, you can manually adapt your load order by editing the plugins.text located in X:\Users\Your Name\AppData\Local\Fallout4, where "X" stands for whatever letter is attributed to your drive that has the operating system.Awesome, I'll keep those things in mind and try to do what you suggested. If it doesn't work anymore I guess I'm gonna try and start from scratch again, hopefully I won't have to though. Really appreciate the help :D Link to comment Share on other sites More sharing options...
JimmyRJump Posted April 19, 2018 Share Posted April 19, 2018 Also keep in mind that since the release of the Creation Club, Bethesda introduced .esl files which weren't recognised by NMM v0.63.14. As of v0.63.17 NMM does recognise them, but you still need to activate those manually after having restarted NMM. Upon first install of a mod containing an .esl file, the file won't show in NMM's plug-ins list. After a reboot of NMM, the esl file wil be sitting at the top but unticked (although they are so-called "light" files, esl plugs are handled as master files and added in-between regular .esm files and .esp ones. Esl files also don't count towards total plug-in amount and are a way to go over the 255 plug-in limit). Link to comment Share on other sites More sharing options...
SmoothVodka Posted April 20, 2018 Author Share Posted April 20, 2018 Sorry for the bump, but I tried doing what you had suggested before and nothing had worked, so I decided to start again from scratch. I installed all the necessary framework mods and edited the .ini files with the proper commands, and I'm still having issues with NMM and getting mods to work and activate. I've got two friends who have told me they even SKIPPED some of the steps (installing F4SE, editing .ini files) and they don't have any of the problems I'm having. I just really wanted to mod this game but to no avail, and I don't see what could be the issue. Is there any way I can supply some sort of logs for this so I can be assisted, or is my case just a one off and I have no chance of ever getting this to work?I really appreciated the help from before but it looks like I need more, and if there's no chance of fixing any of these problems then I think I'm just gonna give up and just try to play vanilla.EDIT: I am going to attempt to use MO2 as I've seen from other people that have the same issue (don't know why it took this long to show me) and have moved over to MO2 reporting little to no issues. Wish me luck Link to comment Share on other sites More sharing options...
JimmyRJump Posted April 20, 2018 Share Posted April 20, 2018 Then I'm out. Never used MO or MO2 because (to me) it was/is far more complicated than NMM. I like things as simple as possible. Meanwhile I have lost oversight of what to do exactly when starting to mod FO4 for the simple reason it's been two-and-a-half years ago since I first started the game, plus, I'm using Bilago's Configuration Tool through which you can do all the necessary things. The only thing I know is that you needed to add these lines to the fallout4.ini file (under [ARCHIVE] as last entry) located at Documents/My Games/Fallout4: bInvalidateOlderFiles=1sResourceDataDirsFinal= Nothing else needs to be done to the ini file. I also don't understand why you'd want to start from scratch as the only thing that was off was the fact that non-plug-in mods showed as not installed while they actually were. That's it. All you needed to do was start the game and disregard the red circles in NMM. Unless of course there was more going on than you mentioned. Link to comment Share on other sites More sharing options...
SmoothVodka Posted April 20, 2018 Author Share Posted April 20, 2018 Then I'm out. Never used MO or MO2 because (to me) it was/is far more complicated than NMM. I like things as simple as possible. Meanwhile I have lost oversight of what to do exactly when starting to mod FO4 for the simple reason it's been two-and-a-half years ago since I first started the game, plus, I'm using Bilago's Configuration Tool through which you can do all the necessary things. The only thing I know is that you needed to add these lines to the fallout4.ini file (under [ARCHIVE] as last entry) located at Documents/My Games/Fallout4: bInvalidateOlderFiles=1sResourceDataDirsFinal= Nothing else needs to be done to the ini file. I also don't understand why you'd want to start from scratch as the only thing that was off was the fact that non-plug-in mods showed as not installed while they actually were. That's it. All you needed to do was start the game and disregard the red circles in NMM. Unless of course there was more going on than you mentioned.I had edited the .ini file with those two lines, and still nothing worked for me. I thought maybe I did something wrong, so I started from scratch a few time (it doesn't really bother me as I've just kept the vanilla FO4 install files on a USB so I don't have to download it all over again). Another thing that was REALLY weird, was that even though the mods that had plugins and were still ticked in NMM, they still wouldn't work in FO4 for some reason. I had found an old forum saying that due to some updates, NMM for some people would say it was installing the mods but when they checked the Data folder that it really wasn't the case. I will miss the simplicity of NMM, but due to me having many issues with it so far (whether it's widespread or just me) I'm gonna try out MO2 for a bit and see how it goes for me. So far I've installed one mod and it actually worked for me this time, which is a first. So far so good. I hope that clears up anything that I've mentioned, if you want to know more I can try my best to give more insight into my time with NMM. All in all, I really do appreciate the help that you've provided me with, whether or not it helped my case. Link to comment Share on other sites More sharing options...
Jbird69691 Posted April 27, 2018 Share Posted April 27, 2018 (edited) I found long ago that NMM doesn't load textures or mesh file . So I had to load all if not most of any files with more then an esp mamaully. See Gophers vid on how to do that. Edited April 27, 2018 by Jbird69691 Link to comment Share on other sites More sharing options...
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