Just added this as an easier way for people to find the NMM update that added ESL support as I had to go hunting to find it. The Download on this mod page just has the Fallout 4 logo file and a readme.txt with the link to the NMM download. No need to download it unless you want to endorse this message. But If you would like to endorse this so it stays Visible for others to find, Please Do Download this and Endorse as it will be greatly appreciated!
For anyone who is having issues with adjusting the Load Order with Version 0.63.17 I am finding I have the same issue. It is probably why they have not updated the main download for NMM. I actually have both versions installed ( just install this version to a new folder i.e. Nexus Mod Manager-63-17 ) with both versions configured to use the same mod folders. When I need to adjust Load Order of the ESP mods I load Ver. 0.63.14, once I have the Load Order of the ESP mods correct, (i.e. After running LOOT ), I Close NMM 63.14, edit the Plugins.txt to add my ESL mods and then run this new version for adding new mods and ESL files and Launching the Game, as this one won't disable my ESL mods.
I think I will wait for this to be official, or maybe when they fix the load order problem, has anyone else been able to enter the new layout of the nexus page? I am on it right now and it looks great, I follow this link and it lead me to it, since there is not other way to get here from old nexus, it seems.
I don't think this version is ever going to be official since they let expire the licence certificate for it in anticipation of release of the Vortex manager. This is only a "fan edit" until the Vortex is available to general public. It can't be that far away.
The new site layout is great, I'm using it for more than a week and the only thing which is little bit disappointing are latest files. They seems to be a mess and I don't really understand how they are sorted automatically without choosing "Explore all mods" and changing sorting to "by date". Especially the images works like a charm. I wonder when they are going to release it too. They should probably do it before christmas sales so we have time to get used to it.
I can't adjust load order either. Also, two esls are added to plugins.txt when they probably shouldn't be. Nor does NMM's load order reflect what's in my save file, or the order of esm/esl embedded in fallout4.exe.
For anyone who is having issues with adjusting the Load Order with Version 0.63.17 I am finding I have the same issue. It is probably why they have not updated the main download for NMM. I actually have both versions installed ( just install this version to a new folder i.e. Nexus Mod Manager-63-17 ) with both versions configured to use the same mod folders. When I need to adjust Load Order of the ESP mods I load Ver. 0.63.14, once I have the Load Order of the ESP mods correct, I Close NMM 63.14, edit the Plugins.txt to add my ESL mods and then run this new version for adding new mods and ESL files and Launching the Game, as this one won't disable my ESL mods.
Everything recent I've read (LOOT and Wrye Bash threads) about esls indicates they don't need to be listed at all in plugins.txt. All the official Bethesda content is apparently hard-coded in fallout4.exe in a particular load order, including Creation Club content. Any attempt at reordering will be ignored it seems. The latest WIPs of both Wrye Bash and LOOT are removing any entries for esl plugins from plugins.txt. This release of NMM does the same, but adds entries for two of the CC PA skins. No idea why yet.
EDIT: The two CC PA plugins are not yet listed in NMM's hard-coded list of un-managed plugins.
I can assure you if your ESL files are NOT in the Plugins.txt file when you load the game it WILL generate the "Missing Mods List" error and the mods will NOT load. That was why NMM 0.63.14 disabling all my ESL mods ( I am running 11 of them at this time ) was so frustrating as I would add a new mod, adjust the load Order and then have to remove the read-only tag on plugins.txt and add my ESL files then save. Then I could launch FO4. If you mess around with as many mods as I do this can be frustrating in the extreme when you get to loading your game and get that "Missing Mod List" error, and then you have to cancel that load, close FO4, edit Plugins.txt AGAIN, and then launch FO4. At least with this version I can add mods both ESP and ESL in version 0.63.17 and launch the game without issue. So now the 0.63.14 version is only for adjusting the load order of ESP mods.
Weird. I've never had any of the CC esls listed in plugins.txt and they all work as expected. I've only grabbed the freebies, though. You must have esp plugins that depend on the esls as masters?
That is true the CC ESL's ARE hard coded in by Bethesda as all that content is controlled by them and doesn't need to be added. But Custom ESL Files most definitly DO need to be added for the Game to find them.
You can use the Creation Kit to turn any small mod's ESP file into an ESL file, untick the ESP in your Load Order and run the Game with the ESL in the Data Folder and in the Plugins.txt file instead and then that mod will not count against the 255 mod limit. Be Aware that this is, in effect re-installing the mod, so for Armor Mods as an example, you will need to recreate the Armors and you will get the "Missing Mods List" error the first time you load the game with the new ESL Active.
I am rapidly approaching 300 mods active at this time lol
"LOOT will also display warning messages if you've got 255 plugins and a light master active, as the 255th active plugin and active light masters can have overlapping records which could be bad news..."
For 1 ESL I agree it's not a big issue, but when you have 13 ( I added two more lol ), it does become a major hassle. That's why I have both versions installed. As I stated in the Sticky I use 0.63.14 to set my Load Order of the ESPs with Loot. I can then close 0.63.14 and run 0.63.17 to activate my ESLs and launch the game. I currently have 263 Active Plugins and 285 Active Mods and have not seen any issues so far in my Game.
But since there is no load order for them, everything you have to do is add them onto the top of plugin list located in the \AppData\Local\Fallout4 folder every time after you open NMM and they will load in the game. I place them just above the unofficial patch and it works. I had tried the esl version of modular backpack awckr patch and it worked fine, even though the patch was created in FO4Edit and it is probably not recommended to make esl edit the esl (at least I've read that somewhere). You have to repeat it but that is just a minor issue.
im pretty sure this is really likely to get you in trouble as place holders are not allowed and the nexus staff may think it'd be a better idea to post it on the forums or wait for them to change the download from 63.14 to 63.17 regardless thank you for the notice just thought id give you fair warning
As you're hopefully aware, we are busy working on our new mod manager - Vortex - and have officially stopped supporting NMM. These updates are totally unsupported by us, and we still have no intention of releasing any more updates to NMM.
As this file is on the Nexus Forums but not set as a download in Nexus itself I hope the Devs are reasonable, If they want to Pull it that is fine too as I don't want to cause issues but just wanted to let more people know this is available.
This is more of a How To Guide than a place holder really, So I am hoping the Devs see it the same way, If not and they want to take it down, That is ok with me.
26 comments
https://rd.nexusmods.com/fallout4/images/92702
The new site layout is great, I'm using it for more than a week and the only thing which is little bit disappointing are latest files. They seems to be a mess and I don't really understand how they are sorted automatically without choosing "Explore all mods" and changing sorting to "by date". Especially the images works like a charm. I wonder when they are going to release it too. They should probably do it before christmas sales so we have time to get used to it.
https://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/
EDIT:
The two CC PA plugins are not yet listed in NMM's hard-coded list of un-managed plugins.
You can use the Creation Kit to turn any small mod's ESP file into an ESL file, untick the ESP in your Load Order and run the Game with the ESL in the Data Folder and in the Plugins.txt file instead and then that mod will not count against the 255 mod limit. Be Aware that this is, in effect re-installing the mod, so for Armor Mods as an example, you will need to recreate the Armors and you will get the "Missing Mods List" error the first time you load the game with the new ESL Active.
I am rapidly approaching 300 mods active at this time lol
Btw, there may be problems with 255 esp plugins and esls:
https://afkmods.iguanadons.net/index.php?/topic/5042-relz-loot-load-order-optimisation-tool/&page=4
"LOOT will also display warning messages if you've got 255 plugins and a light master active, as the 255th active plugin and active light masters can have overlapping records which could be bad news..."
\AppData\Local\Fallout4
folder every time after you open NMM and they will load in the game. I place them just above the unofficial patch and it works. I had tried the esl version of modular backpack awckr patch and it worked fine, even though the patch was created in FO4Edit and it is probably not recommended to make esl edit the esl (at least I've read that somewhere). You have to repeat it but that is just a minor issue.As you're hopefully aware, we are busy working on our new mod manager - Vortex - and have officially stopped supporting NMM.
These updates are totally unsupported by us, and we still have no intention of releasing any more updates to NMM.
MrMason
Admin