Natsukashii1111 Posted June 13, 2019 Share Posted June 13, 2019 So like this screenshot shows : Fallout 4 MCM see pip-pad but say that i'm missing an ESP, ESP that I can see activated both in my data folder and in vortex.Pip-pad isn't the only plugin having issue, V.A.F.S. also is shown activated in vortex but in game I don't have any V.A.F.S. object as if it isn't activated.I have 260 ESP with some disabled because they are merged with merge plugin, bringing it to 201 ESP activatedPip-pad and V.A.F.S. arn't part of any merge.Also secondary question : If I disable an ESP in plugin, are others files of the mod still there? because I disable them since they are merged. Link to comment Share on other sites More sharing options...
Natsukashii1111 Posted June 13, 2019 Author Share Posted June 13, 2019 I downloaded NMM to see the real load order and saw that even thought vortex says that Pip-Pad esp is activated, in NMM and also in game, it isn't : I believe there is a big issue here.And yes, I spammed "deploy" in vortex multiple times. =====I was able to make pip-pad work enabling it in NMM but seems like it f*#@ed up my load order... Link to comment Share on other sites More sharing options...
Tannin42 Posted June 13, 2019 Share Posted June 13, 2019 The reference for which plugins are enabled is plugins.txt, not NMM nor the MCM.So to demonstrate that Vortex is incorrectly showing plugins as enabled, please hold it against the plugins.txt file. Also, the plugins.txt file should say at the very top which tool last wrote it, pleases verify that it's actually Vortex. Link to comment Share on other sites More sharing options...
rmm200 Posted June 13, 2019 Share Posted June 13, 2019 Do not use NMM to make changes to a game managed by Vortex - and vice-versa.Using both mod managers on the same game will break something - badly.If you want a tool to show which mods are enabled - use TES5Edit. It is useful for a lot of things, like checking mods for errors. Link to comment Share on other sites More sharing options...
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