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Game disables a bunch of mods at startup.


dm3rd

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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.

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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 by G4M3W1NN3R
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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.

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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 by G4M3W1NN3R
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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.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
ccbgsfo4001-pipboy(black).esl
ccbgsfo4004-pipboy(camo02).esl
ccbgsfo4006-pipboy(chrome).esl
ccbgsfo4016-prey.esl
ccfrsfo4001-handmadeshotgun.esl
cceejfo4001-decorationpack.esl
ccgcafo4007-factionws07hrflames.esl
ccgcafo4008-factionws08inst.esl
ccgcafo4017-factionas06inst.esl
ccgcafo4019-factionas08nuk.esl
ccawnfo4001-brandedattire.esl
ccswkfo4003-pipquan.esl
ccrzrfo4003-pipover.esl
ccfrsfo4002-antimaterielrifle.esl
ccbgsfo4072-pipgrog.esl
ccbgsfo4078-pipreily.esl
ccbgsfo4077-piprocket.esl
ccbgsfo4032-powerarmorskintan.esl
ccbgsfo4013-piptan.esl
ccbgsfo4048-dovah.esl
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.esp
Be 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.esp
Be Exceptional - Uninstall.esp

 

 

EDIT: though I should include my mo2 interface list as refrence as I have ordered them.

https://imgur.com/7rqBZmJ

Edited by dm3rd
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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 by G4M3W1NN3R
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Heyas Dm3rd if you are using game version .162 or vers .163, are you using this? https://www.nexusmods.com/fallout4/mods/42497

If 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.

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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/42497

If 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.

 

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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.

and

Don'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.

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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.

and

Don'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.

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