dm3rd Posted February 14, 2020 Share Posted February 14, 2020 So I started a new game a day ago and noticed some workshop items were missing that some mods added, dismissed it as xedit said a bunch of the items were unlocked with quests I had yet done. I installed a few more mods that I wanted and noticed that one of the other mods (same auther, same naming system) was not present and the holotape that gets auto added wasn't there. tried to look it up in the console and couldn't find it, xedit loaded it fine and I got the form id, still no item in game.Loaded the in game mod menu and noticed that about 10 or so mods are disabled. including the ones mentioned above. MO2 says all the requirments for the mods are met and they are all ticked to be laoded, the plugin.txt file in my mo2 profile says the same. I really don't want to start the game everytime by reloading the mods each time and was wondering if there was a way to fix this. Link to comment Share on other sites More sharing options...
G4M3W1NN3R Posted February 14, 2020 Share Posted February 14, 2020 (edited) Typically the only time mods would be automatically disabled, is if you exceeded the 254 ESP/ESM mod limit, mod managers would disable any additional mod that exceeded said limit, however it might also be possible that the game may also disable additional mods that exceeded said limit, every ESP that exceeded that limit would be automatically disabled. Note: ESL files can still add onto that limit, if the mod manager does not support ESL files, and as such classes them as part of the hard limit of ESP/ESM files. The game would straight up crash if a mod required another mod that was not present, so that Could potentially be the only other time that mods would be automatically disabled, however that is not the case and said mods would not be disabled automatically. however as the load order is setup via a text document, any program that interacts with said document could disable mods, and also modify the load order. so theoretically their are more possible causes for mods being automatically disabled, as such in this case, it could be either a mod manager or the game, or any other tool that has access to said documents. as such that is typically why this documents are set to read-only, to prevent programs from changing the load order and disabling mods. how many mods are you currently running (Which includes: ESL, ESP and ESM files) ? As For the Holotape issue: if you are running alternate start mods, this will prevent mods from automatically giving you stuff upon new game, especially applicable with regards to holotapes, as typically these would be given to you when you exit the vault, however if you are running alternate start mods, you would be skipping that entire sequence and likewise typically not exiting the vault, and thus no free holotape, and assuming these holotapes are given to you via a modified quest script, the alternate start mod could also be using said quest script and thus override it. typically alternate start mods have very high - maximum mod priority, as they must be placed as close to the bottom of the load order as possible, thus giving it higher priority then any other mod. and as such in this situation the alternate start mod would override the other mod that is giving you the holotape. Edited February 14, 2020 by G4M3W1NN3R Link to comment Share on other sites More sharing options...
dm3rd Posted February 14, 2020 Author Share Posted February 14, 2020 I only have 113 mods active about 20% or more are esl. It's not related to skk's fast start as the ingame mod menu shows the mods have been disabled.Nothing in mo2 seems to point to missing requirments so I don't know why they would be disabled. Link to comment Share on other sites More sharing options...
G4M3W1NN3R Posted February 14, 2020 Share Posted February 14, 2020 (edited) what mods are getting automatically disabled ? to get better idea on the situation. Note: i have edited my primary reply with a lot more information, as i have the nasty habit of repeatedly editing my posts whilst adding additional information every single edit. Edited February 14, 2020 by G4M3W1NN3R Link to comment Share on other sites More sharing options...
dm3rd Posted February 14, 2020 Author Share Posted February 14, 2020 (edited) this is my in-game load order. beexceptional - unistall.esp is meant to be disabled. https://imgur.com/ybtiNQL (it's big) and these are the mo2 made lists. loadorder.txt # This file was automatically generated by Mod Organizer.Fallout4.esmDLCRobot.esmDLCworkshop01.esmDLCCoast.esmDLCworkshop02.esmDLCworkshop03.esmDLCNukaWorld.esmccbgsfo4001-pipboy(black).eslccbgsfo4004-pipboy(camo02).eslccbgsfo4006-pipboy(chrome).eslccbgsfo4016-prey.eslccfrsfo4001-handmadeshotgun.eslcceejfo4001-decorationpack.eslccgcafo4007-factionws07hrflames.eslccgcafo4008-factionws08inst.eslccgcafo4017-factionas06inst.eslccgcafo4019-factionas08nuk.eslccawnfo4001-brandedattire.eslccswkfo4003-pipquan.eslccrzrfo4003-pipover.eslccfrsfo4002-antimaterielrifle.eslccbgsfo4072-pipgrog.eslccbgsfo4078-pipreily.eslccbgsfo4077-piprocket.eslccbgsfo4032-powerarmorskintan.eslccbgsfo4013-piptan.eslccbgsfo4048-dovah.eslDamageThresholdFramework.esmArmorKeywords.esmXDI.esmCWWorkshopMaster.esmTrueStormsFO4.esmUnofficial Fallout 4 Patch.espCBBE.espAWKCR - dnCommonArmor dlc legendaries bugfix.espValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.espmove that workbench!.espLooksMenu.espPlayerComments.espPlayerVoiceFrequencySlider.espLooksMenu Customization Compendium.espQuickTrade.espMJC_UL Rage_Fix.espDTFOptionalPlugin.espLR_Motorcycle.espBailey.espRBMonogamy.espXG_CabotHouse_Enhanced_Quests.espAmazingFollowerTweaks.espAmazingFollowerTweaks_XDI_FIX.espDocile Radstags.espNuka-Cola Flavors for the Commonwealth.espWasteland Baubles.espWasteland Baubles Loot Options.espCMRQL.espNSA All-in-One.espNSA DLCRobot.espNSA DLCCoast.espNSA DLCworkshop01.espNSA DLCNukaWorld.espLunchboxSurprise.espDCVendorShopOverhaulAIO.espAlex's Bounties.espRealLegendaryTwoShot.espTactical Combat Swimwear.espCCOFoxyFactionsCraftable.espCCOSaucySettlersCraftable.espWTJacket.espVtawWardrobe4.espVtawUtilityPack1.espVtawWardrobe1.espGoggles on Forehead.espTactical Flashlights.espTactical Flashlights - Settings.espBe Exceptional.espStrong Back.espStrong Back - DLCCoast.espPerks76.espNew Vegas -esque Perks Restored.espBasedOnHealthAdrenaline.espVC_BetterWorkshopLightsComplete.espSebosVaultExtension.espKaresansuiWorkshop.espVimPopManufacturer.espMIA.eslSnapSnap.espScrapZapper.espFLORA - The Fungal Forest.espRADlands - Part I - Movement.espRADlands - Part II - Weight + DLC.espRADlands - Part III - Difficulty + DLC + Part IV Compatibility1.espRADlands - Part VI - Ammo - DLC.espRADlands - Part VII - Loot Midgets - Part IV Compatability.espSKKFastStart.espSKKRESystemManager.espBetter Landscape Grass.espBetter Landscape Grass - Far Harbor.espClean Water - Clear.espNo Limits - Encounter Zones Overhaul.espMax Performance - All Interiors - All DLC.espBostonFPSFixAIO.espTrueStormsFO4-EarlierSunsets.espTrueStormsFO4-EarlierSunsetsFH.espTrueStormsFO4-FarHarbor.espTrueStormsFO4-FarHarborExtraRads.espTrueStormsFO4-GlowingSeaExtraRads.espTrueStormsFO4-NukaWorld-FH-Compat.espVivid Weathers - FO4.espVivid Weathers - FO4 - Far Harbor.espVivid Weathers - Nuka World.espWeatherSynergy-VividPriority-N-x4.espBDO Hair.espSKKPlayerUndead.espSKKFastStopInstitute.espBe Exceptional - Uninstall.esp plugins.txt # This file was automatically generated by Mod Organizer.*DamageThresholdFramework.esm*ArmorKeywords.esm*XDI.esm*CWWorkshopMaster.esm*TrueStormsFO4.esm*Unofficial Fallout 4 Patch.esp*CBBE.esp*AWKCR - dnCommonArmor dlc legendaries bugfix.esp*ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp*move that workbench!.esp*LooksMenu.esp*PlayerComments.esp*PlayerVoiceFrequencySlider.esp*LooksMenu Customization Compendium.esp*QuickTrade.esp*MJC_UL Rage_Fix.esp*DTFOptionalPlugin.esp*LR_Motorcycle.esp*Bailey.esp*RBMonogamy.esp*XG_CabotHouse_Enhanced_Quests.esp*AmazingFollowerTweaks.esp*AmazingFollowerTweaks_XDI_FIX.esp*Docile Radstags.esp*Nuka-Cola Flavors for the Commonwealth.esp*Wasteland Baubles.esp*Wasteland Baubles Loot Options.esp*CMRQL.esp*NSA All-in-One.esp*NSA DLCRobot.esp*NSA DLCCoast.esp*NSA DLCworkshop01.esp*NSA DLCNukaWorld.esp*LunchboxSurprise.esp*DCVendorShopOverhaulAIO.esp*Alex's Bounties.esp*RealLegendaryTwoShot.esp*Tactical Combat Swimwear.esp*CCOFoxyFactionsCraftable.esp*CCOSaucySettlersCraftable.esp*WTJacket.esp*VtawWardrobe4.esp*VtawUtilityPack1.esp*VtawWardrobe1.esp*Goggles on Forehead.esp*Tactical Flashlights.esp*Tactical Flashlights - Settings.esp*Be Exceptional.esp*Strong Back.esp*Strong Back - DLCCoast.esp*Perks76.esp*New Vegas -esque Perks Restored.esp*BasedOnHealthAdrenaline.esp*VC_BetterWorkshopLightsComplete.esp*SebosVaultExtension.esp*KaresansuiWorkshop.esp*VimPopManufacturer.esp*MIA.esl*SnapSnap.esp*ScrapZapper.esp*FLORA - The Fungal Forest.esp*RADlands - Part I - Movement.esp*RADlands - Part II - Weight + DLC.esp*RADlands - Part III - Difficulty + DLC + Part IV Compatibility1.esp*RADlands - Part VI - Ammo - DLC.esp*RADlands - Part VII - Loot Midgets - Part IV Compatability.esp*SKKFastStart.esp*SKKRESystemManager.esp*Better Landscape Grass.esp*Better Landscape Grass - Far Harbor.esp*Clean Water - Clear.esp*No Limits - Encounter Zones Overhaul.esp*Max Performance - All Interiors - All DLC.esp*BostonFPSFixAIO.esp*TrueStormsFO4-EarlierSunsets.esp*TrueStormsFO4-EarlierSunsetsFH.esp*TrueStormsFO4-FarHarbor.esp*TrueStormsFO4-FarHarborExtraRads.esp*TrueStormsFO4-GlowingSeaExtraRads.esp*TrueStormsFO4-NukaWorld-FH-Compat.esp*Vivid Weathers - FO4.esp*Vivid Weathers - FO4 - Far Harbor.esp*Vivid Weathers - Nuka World.esp*WeatherSynergy-VividPriority-N-x4.esp*BDO Hair.esp*SKKPlayerUndead.esp*SKKFastStopInstitute.espBe Exceptional - Uninstall.esp EDIT: though I should include my mo2 interface list as refrence as I have ordered them.https://imgur.com/7rqBZmJ Edited February 14, 2020 by dm3rd Link to comment Share on other sites More sharing options...
G4M3W1NN3R Posted February 14, 2020 Share Posted February 14, 2020 (edited) all the mods that are showing as disabled in the in game load order, are ESL files or Marked as ESL. as such by them being visually disabled in the load order, could very well be intentional, to prevent them counting towards the Hard Limit of 254 Active ESP/ESM files. as ESL files are created with the intent of allowing you to have more mods post 254. as such i dont actually believe these mods are actually disabled, it could just be the way bethesda programmed the in game load order. by the mods being visually disabled, but are actually enabled, means the game will load them all even if you Had 254 Active ESP/ESM Files, as ESL Files can bypass the Hard limit of 254 mods, which is why i believe they are marked as disabled, otherwise if they were visually enabled then they would count to the Hard Limit of 254 mods, thus making the Point of ESL files redundant. Meaning Theoretically the Hard Limit of 254 Active ESP/ESM Files would be much less depending on how many ESL files you Run. Simply Put, Every Single mod that is enabled in the M02 is indeed enabled in game. this case is also true with Nexus Mod Manager (NMM) it also shows ESL files as being disabled. but in reality they are indeed Enabled and their content Definitely appears in game (as i am running said mods, on top of 254 Active ESP Files). it done like this to prevent them Counting towards the Hard Mod Limit. Edited February 14, 2020 by G4M3W1NN3R Link to comment Share on other sites More sharing options...
StormWolf01 Posted February 14, 2020 Share Posted February 14, 2020 Heyas Dm3rd if you are using game version .162 or vers .163, are you using this? https://www.nexusmods.com/fallout4/mods/42497If you're not, you need to be.The latest two versions of the game really screwed up compatibility with some of the older mods. The game will simply ignore them and act as if they don't exist when it loads up.This is, we believe, due to the new header system that they instituted with vers 162 back in November. It reads a different header number (1.000000) now in the .esm/esp/esl files. While the previous .138 and prior mods were all 0.950000 in the header number.That file that I linked to, bypasses the header read, so it shouldn't overlook mods anymore. It also makes it so that new mods will work on older versions of the game. Link to comment Share on other sites More sharing options...
dm3rd Posted February 14, 2020 Author Share Posted February 14, 2020 all the mods that are showing as disabled in the in game load order, are ESL files or Marked as ESL. as such by them being visually disabled in the load order, could very well be intentional, to prevent them counting towards the Hard Limit of 254 Active ESP/ESM files. as ESL files are created with the intent of allowing you to have more mods post 254. as such i dont actually believe these mods are actually disabled, it could just be the way bethesda programmed the in game load order. by the mods being visually disabled, but are actually enabled, means the game will load them all even if you Had 254 Active ESP/ESM Files, as ESL Files can bypass the Hard limit of 254 mods, which is why i believe they are marked as disabled, otherwise if they were visually enabled then they would count to the Hard Limit of 254 mods, thus making the Point of ESL files redundant. Meaning Theoretically the Hard Limit of 254 Active ESP/ESM Files would be much less depending on how many ESL files you Run. Simply Put, Every Single mod that is enabled in the M02 is indeed enabled in game. this case is also true with Nexus Mod Manager (NMM) it also shows ESL files as being disabled. but in reality they are indeed Enabled and their content Definitely appears in game (as i am running said mods, on top of 254 Active ESP Files). it done like this to prevent them Counting towards the Hard Mod Limit. Hey thanks for the reply's, I don't think it's that as the content doesn't seem to be loading with the game, the holotapes and workshop items don't show up ingame or through console searches. Heyas Dm3rd if you are using game version .162 or vers .163, are you using this? https://www.nexusmods.com/fallout4/mods/42497If you're not, you need to be.The latest two versions of the game really screwed up compatibility with some of the older mods. The game will simply ignore them and act as if they don't exist when it loads up.This is, we believe, due to the new header system that they instituted with vers 162 back in November. It reads a different header number (1.000000) now in the .esm/esp/esl files. While the previous .138 and prior mods were all 0.950000 in the header number.That file that I linked to, bypasses the header read, so it shouldn't overlook mods anymore. It also makes it so that new mods will work on older versions of the game. Thanks for the reply, i'll look into that, seems like it might be the answer as I haven't updated the game in a while and don't want to update about 30+ mods at the moment. Link to comment Share on other sites More sharing options...
StormWolf01 Posted February 14, 2020 Share Posted February 14, 2020 Dm3rd - from the sounds of it, the mods you're having problems with might have been made from the newer version of the CK, which uses the 1.000000 header system.I definitely hope that helps out with your problem. A couple of words of advice, since you say you haven't updated your game in while.Don't.Don't.andDon't.So many issues that we're still trying to figure out how to fix, from people running the latest versions.Also, if you don't have one already, make a couple of backups of your game folder. You will need them, if you ever need to revert your game back to an older version. Steam doesn't have all the necessary files to be able to do it. And just reverting your .exe file through steam isn't enough anymore. Your Fallout 4 game folder.Your C:\Users\Admin\Documents\My Games\Fallout4 Folder (for your savegames and some of the info that some other mods can store there)Your C:\Users\Admin\AppData\Local\Fallout4 Folder. This is where your plugins.txt file is, which would match the active/inactive mods list that you have at the time of the backup. Note tho, that your's won't say Admin. It'll be whatever name you use to log into the computer...your Username. Link to comment Share on other sites More sharing options...
dm3rd Posted February 14, 2020 Author Share Posted February 14, 2020 Dm3rd - from the sounds of it, the mods you're having problems with might have been made from the newer version of the CK, which uses the 1.000000 header system.I definitely hope that helps out with your problem. A couple of words of advice, since you say you haven't updated your game in while.Don't.Don't.andDon't.So many issues that we're still trying to figure out how to fix, from people running the latest versions.Also, if you don't have one already, make a couple of backups of your game folder. You will need them, if you ever need to revert your game back to an older version. Steam doesn't have all the necessary files to be able to do it. And just reverting your .exe file through steam isn't enough anymore. Your Fallout 4 game folder.Your C:\Users\Admin\Documents\My Games\Fallout4 Folder (for your savegames and some of the info that some other mods can store there)Your C:\Users\Admin\AppData\Local\Fallout4 Folder. This is where your plugins.txt file is, which would match the active/inactive mods list that you have at the time of the backup. Note tho, that your's won't say Admin. It'll be whatever name you use to log into the computer...your Username.Thanks, i'll definitly do that and that mod you linked seemed to have done the trick so thanks again. Link to comment Share on other sites More sharing options...
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