Fallout 4

Fallout 4

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alben Apr 28, 2016 @ 7:55am
[SOLVED]All my mods got disabled now
All the plugins and meshes apparently got disabled like it did before, but this time it's different. I do not know how to fix this, any ideas?
Last edited by alben; Apr 28, 2016 @ 10:41am
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Showing 1-15 of 48 comments
Solgath Apr 28, 2016 @ 7:57am 
edit plugins.txt and put the mods you want to activate with a * before the mod name
eg: * Darker Nights.esp. or use NMM and it'll do it for you, cause 1.5 changed the way mods work apparently or active or something to that effect.
alben Apr 28, 2016 @ 7:58am 
Alright, i'll try this out. Got many mods. Will return with an answer wether it works or not in a moment.

Thanks
Ghoul Apr 28, 2016 @ 7:58am 
No just start the game, select the 'mods' option, press 'T' to open load order, and enable all your mods from there.

They made it super simple.
Yhwach Apr 28, 2016 @ 7:59am 
As per the new load order format, make sure that:
Plugins.txt exists in your main fallout 4 directory, and NOT:
%LOCALAPPDATA%\Fallout4\

Every plugin that's enabled must have an asterisk to the left of the plugin name, not to the right, to the left of it.

For example:
(You don't include Fallout4.esm in your plugins.txt, as of Patch 1.5)
*Homemaker.esm
SnapN'Build.esm
*ArmorKeywords.esm
*FakeFarHarborLeaks.esm
*True Wasteland.esp
Interiors Enhanced.esp

You see those mods with an asterisk next to them?
Those would be enabled.
The ones WITHOUT an asterisk, will be disabled.
alben Apr 28, 2016 @ 8:08am 
oh thats good info! I'll do that ASAP
alben Apr 28, 2016 @ 8:10am 
So basically

*Better Locational Damage.esp
*Better Locational Damage - DLC_Automatron.esp
*Better Locational Damage - DLC_WWorkshop.esp
*BLD - DT 3.0.esp
LegendaryMod2LMAnyModAnyWeap.esp
ValdacilsItemSorting-DLCAutomatron.esp

I've added those two down below there because they were disabled before. So adding them without the * is correct way?
Solgath Apr 28, 2016 @ 8:11am 

Originally posted by Dragon:
So basically

*Better Locational Damage.esp
*Better Locational Damage - DLC_Automatron.esp
*Better Locational Damage - DLC_WWorkshop.esp
*BLD - DT 3.0.esp
LegendaryMod2LMAnyModAnyWeap.esp
ValdacilsItemSorting-DLCAutomatron.esp

I've added those two down below there because they were disabled before. So adding them without the * is correct way?

yeah that's the way.
alben Apr 28, 2016 @ 8:12am 
Thanks a bunch all of you!
Apr 28, 2016 @ 8:13am 
launch fallout 4 through steam.
when launcher open, use NMM and re-enable mods.
make bethsda net account and login.
now you have in game mods enabler and hopefully access to new mods.
alben Apr 28, 2016 @ 8:16am 
Yeah thats the previous way, just making the plugins read-only used to work. But they did something else this time. Previous comments explained it pretty much
alben Apr 28, 2016 @ 8:20am 
Yeah i just realized my stupidity.
But it's like the usual. I didn't see what was in front of me. Apparently there are a mods button and just signing in. lols, thanks anyway though. You showed how helpful the community is <3
ARmodder Apr 28, 2016 @ 8:26am 
Originally posted by Scarecrow:
As per the new load order format, make sure that:
Plugins.txt exists in your main fallout 4 directory, and NOT:
%LOCALAPPDATA%\Fallout4\

Every plugin that's enabled must have an asterisk to the left of the plugin name, not to the right, to the left of it.

For example:
(You don't include Fallout4.esm in your plugins.txt, as of Patch 1.5)
*Homemaker.esm
SnapN'Build.esm
*ArmorKeywords.esm
*FakeFarHarborLeaks.esm
*True Wasteland.esp
Interiors Enhanced.esp

You see those mods with an asterisk next to them?
Those would be enabled.
The ones WITHOUT an asterisk, will be disabled.
This is for manual install correct? or do we have to do this for the mods in general? If so this is a first and is a bit curious.
Yhwach Apr 28, 2016 @ 8:27am 
Originally posted by ARmodder:
Originally posted by Scarecrow:
As per the new load order format, make sure that:
Plugins.txt exists in your main fallout 4 directory, and NOT:
%LOCALAPPDATA%\Fallout4\

Every plugin that's enabled must have an asterisk to the left of the plugin name, not to the right, to the left of it.

For example:
(You don't include Fallout4.esm in your plugins.txt, as of Patch 1.5)
*Homemaker.esm
SnapN'Build.esm
*ArmorKeywords.esm
*FakeFarHarborLeaks.esm
*True Wasteland.esp
Interiors Enhanced.esp

You see those mods with an asterisk next to them?
Those would be enabled.
The ones WITHOUT an asterisk, will be disabled.
This is for manual install correct? or do we have to do this for the mods in general? If so this is a first and is a bit curious.
It's how the game recognizes which mods are enabled, and which mods are disabled; it was changed this way to support their new in-game mod site and mod manager.
It works for manual install, and it's how the game places them.
Aryvian Apr 28, 2016 @ 8:35am 
Do you have to do this manually still? Or does NMM do it for you? I've been waiting for the survival and 1.5 to come out of beta so I can use my mods without tampering with files.. But I don't know if I still have to after they went public.
ARmodder Apr 28, 2016 @ 8:54am 
Originally posted by Scarecrow:
Originally posted by ARmodder:
This is for manual install correct? or do we have to do this for the mods in general? If so this is a first and is a bit curious.
It's how the game recognizes which mods are enabled, and which mods are disabled; it was changed this way to support their new in-game mod site and mod manager.
It works for manual install, and it's how the game places them.
ok thanks I use NMM by default so I should be good.
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Date Posted: Apr 28, 2016 @ 7:55am
Posts: 48