Mods self uncheck in launcher-data file

FootballFan

First time out of the vault
Hello,
I am trying to use items slower degradation mod and i am absolutely sure that i have installed it according to instructions. So i copied esp file to fallout 3/data folder and chenged some line in fallout.ini but when i check this mod on data files and press ok and then go there again the mod is unchecked, checking the load loose files doesn`t help. Am i the only one having this problem ? pls advice
 
heh, it looks like the mods really work even if we see them unchecked... If I have one or two mods its not a problem but when installed many mods and played with activating and disactivating them you might loose it and dont know which mods are active/inactive
 
it seems when you check the files and click the button, it writes filenames into the plugins.txt file and loads them just ok
so really, you have to do the checking one time, after that those files will just load fine


FootballFan said:
Hello,
I am trying to use items slower degradation mod and i am absolutely sure that i have installed it according to instructions. So i copied esp file to fallout 3/data folder and chenged some line in fallout.ini but when i check this mod on data files and press ok and then go there again the mod is unchecked, checking the load loose files doesn`t help. Am i the only one having this problem ? pls advice
 
asuzu said:
it seems when you check the files and click the button, it writes filenames into the plugins.txt file and loads them just ok
so really, you have to do the checking one time, after that those files will just load fine

Where exactly is this plugins.txt file? I cannot find it in any folder game created.
 
it is located (XP) in C:\Documents and settings\Username \Locale Settings\Applicationdata\Fallout3

for vista it should be the same. the launcher is bugged at the moment, just check it in the launcher and it will run, check the plugins.txt if you need to be sure, but thats really not necessary.
 
Thanks for info.

I have just noticed some annoying thing though. I'll give an example:

I used two plugins: "WeightFix" and "Slower Degradation". I checked them in Launcher/Files and they appeared in plugins.txt.
But then I decided I wanted to try some "Wasteland Armory Upgrade" so I went to Launcher/Files and checked only "Wasteland Armory Upgrade" hoping that game will remember that "WeightFix" and "Slower Degradation" are already there.
Unfortunetaly checking only "Wasteland Armory Upgrade" erased "WeightFix" and "Slower Degradation" from plugin.txt list. So I had to go again to Launcher/Files tu check all three...

Annoying as hell if there are going to be more mods - having 150+ mods in Oblivion wasn't unusual at all. I have just imagineg going thorugh all that with such number of stuff everytime someone wants to check something new/different. And since loading order matters great deal in Oblivion [some mods must be loaded before or after other] it is also to be expected in Fallout 3.

So having multiple copies of plugins.txt would be useful. I hope that if there is be any Fallout 3 Mod Manager it will fix this and checking mod will be 'permanent' until player decide otherwise.

BTW: Place where this file is situated is strange. I many people usually have 'do not show hidden files' checked so having to unchechk it everytime one wishes to see plugin list is irritating.
Why not put it in the folder where INI & saves are? If I recall correctly plugin list in Oblivion [and probably in Morrowind too] list was part of INI file.
 
You can use FOMM as Launcher instead. FOMM allows you to move the plugins up and down, so you can decide what to load first.

Or you can also check out the NMA recommendation thread out. I have merged WeightFix and several other mods to circumvent overwritings.

I actually expect to get the basic launcher fixed, but till then I just use fomm. You can find it on nma download section (misc/tools)
 
Roflcore said:
You can find it on nma download section (misc/tools)
Oi, what's it doing there. No-one asked, and I certainly didn't upload it myself... It's 4 versions out of date too. Get it from here if you want it.

Still, at least it's not as bad as NMA's copy of sfall, which is 16 versions out of date at the time of posting. :P
 
Its the almighty timeslip! I have summoned him! :eek:



Any chance there will be more documentation about fomm and editing? right now I think there is a big knowledgegap :/
 
Roflcore said:
Any chance there will be more documentation about fomm and editing? right now I think there is a big knowledgegap :/
Define 'more'. :P If you mean more than the nothing there is at the moment, then here. If you actually want something useful, it'll have to wait a bit. I suck at writing documentation. :(
 
Back
Top