After I installed this mod (it lowers the ship registration fee every time :) ), enemy ships no longer had enemies in them, and the landing bay doors never opened. Is this the mod's doing or just a coincidental game bug?
One thing I'd recommend, that other authors are starting to do, is to add the required plugins.txt entry to your description, fully proofed for spelling/typos, as this makes it easier for the user to just copy/paste it to their plugins.txt file and eliminates user spelling/mistyping errors that then keep the mod from working. Which then brings them here to post about how it's not working, when it's a tiny little error in that plugins.txt entry.
I've seen a lot of folks having trouble with other mods that use .esm and it turned out to just be a typo in that plugins.txt entry.
Just a recommendation to lower the traffic in this section from those who can't get the mod to work, solely because they mispelled/typo'd that simple entry.
If you're not using Mod Organizer, which I believe can manage your Plugins.txt file itself, you can use the latest version of LOOT and when you select the Fix Ambiguous Load Order option it'll add whatever plugins are present, you'll just have to add the asterisks manually to enable them.
But I prefer to do my load order myself, based on my experience with past Beth games. I have a solid understanding of load orders from using LOOT with Skyrim and FO3/NV/4... I guess LOOT rubbed off on me. ;-)
I was only suggesting adding the required plugins.txt entry to the install instructions because I see a lot of other users having trouble with their mod installs that use .esm files, largely due to typos in their plugins.txt file. Allowing them to cut-and-paste the entry from the instructions, allows the author to ensure that the user adds that entry correctly, thus lowering traffic from those who are posting install issues due to simple typos in that file entry. It just gives the mod author a lil more control by removing one more possibilty for the user to make a minor mistake that keeps the mod from loading. :-)
Download with Vortex, mod doesn't work. I have Nukem's Plugins.txt enabler and tried manually adding the .esm to the Plugins.txt file.. still does not work. Maybe things will be better next year after the CK kit comes out, don't know, but in the meantime I don't see the answer to this problem in this forum.
Small heads up, if using vortex this places the esm's one level too high alongside the exe file instead of down in data. Same issue in the affinity mod, just if this needs any future updates.
No, he doesn't, because if he, like me and many others, has long realized that MO2 is the better choice instead of Vortex and you are now demanding that he adapt his mod so that it can be used for you and others with Vortex, which means more work for him. So in my opinion he is right if he refuses not to do this if he doesn't want to do it on his own.
I don't even know what I'd do to change it for Vortex, honestly. The fomod should extract the plugins to data\. Maybe you have vortex flagging the mod as an engine injector or something.
No, Vortex expects esp and esp mods to correctly be placed in a Data folder. It's that simple. It's always been that way. It's great if MO2 corrects for a mod creator's mistakes, but that doesn't really change anything.
MO2 acts as a virtualized data folder, so as I stated above, the FOMOD places plugins into Data\. I don't know what's wrong with Vortex. Also as stated above, maybe you have it flagged as an engine injector, which automatically puts mods above Data.
@Gnomenclature - my mod in FO4, which has been released for years, has no data folder and it works for players. If it didn't I'd have a constant stream of complaints about it and there are none. When it didn't work with NMM there were complaints, surprisingly, apparently people still use it. But never problems reported for Vortex. Maybe try manually installing to your desktop and install it into Vortex from there.
Looking into in based on FOMODs that work and this one, it looks like MO2 needs a dependencies section with <flagDependency flag="AddDataFolder" value="Inactive"/> and Vortex needs the same, but with the flag Active.
This also affects Lively's No Negative Affinity and probably all of their other FOMOD works. I haven't had any issues with anyone else's FOMOD mods.
I don't know if it's truly a Vortex requirement or a requirement of the Starfield plugin for Vortex.
Minor version bump in the future might prevent confusion for people like myself who downloaded version 1.1 an hour before you updated with a new version 1.1.
It placed it correctly for me using Vortex, it uses an ESM and I use plugins text enabler to enable my plugins. Worked for me once I realized it had a plugin and added it to my txt file appropriately.
52 comments
I noticed that it had dropped a file called LowerRegistration10.esm in the "My Games/Starfield/Data" directory, so I added the line:
*LowerRegistration10.esm
to the Plugins.txt file. Works now.
Cheers,
One thing I'd recommend, that other authors are starting to do, is to add the required plugins.txt entry to your description, fully proofed for spelling/typos, as this makes it easier for the user to just copy/paste it to their plugins.txt file and eliminates user spelling/mistyping errors that then keep the mod from working. Which then brings them here to post about how it's not working, when it's a tiny little error in that plugins.txt entry.
I've seen a lot of folks having trouble with other mods that use .esm and it turned out to just be a typo in that plugins.txt entry.
Just a recommendation to lower the traffic in this section from those who can't get the mod to work, solely because they mispelled/typo'd that simple entry.
But I prefer to do my load order myself, based on my experience with past Beth games. I have a solid understanding of load orders from using LOOT with Skyrim and FO3/NV/4... I guess LOOT rubbed off on me. ;-)
I was only suggesting adding the required plugins.txt entry to the install instructions because I see a lot of other users having trouble with their mod installs that use .esm files, largely due to typos in their plugins.txt file. Allowing them to cut-and-paste the entry from the instructions, allows the author to ensure that the user adds that entry correctly, thus lowering traffic from those who are posting install issues due to simple typos in that file entry. It just gives the mod author a lil more control by removing one more possibilty for the user to make a minor mistake that keeps the mod from loading. :-)
Thanks for the mod, either way.
This also affects Lively's No Negative Affinity and probably all of their other FOMOD works. I haven't had any issues with anyone else's FOMOD mods.
I don't know if it's truly a Vortex requirement or a requirement of the Starfield plugin for Vortex.
I'm wondering if its possible to make it a flat fee instead.
Thanks