MetZwerg Posted September 20, 2019 Posted September 20, 2019 Help! somehow skyrim does not recognise any ESP´s or Esm´s in my load order . i checked again and again and there are my files listed in the file, but when i try to load a savegame, i get the message that some(every file incl. the official DLC´s is listed) are missing. i used backups, checked the write protect and much more.... i did not change anything in the load order, but it stopped functioning... never had this problem before.... help
GenioMaestro Posted September 20, 2019 Posted September 20, 2019 That problem is caused when you activate more than 255 plugings. Try open your entire mod list with Tes5Edit for see the message very clear. The managers, actually, today, not control that error because are designed to be used with others games that support more than 255 pluging, like for example SSE that support ELS type file for the pluging but the game really count all of them as ONE pluging. Others games works in a similar way an the managers can not control all the posible combinations of all the plugings in all the game and for that not show any message. Remove some plugings and continue playing.
donttouchmethere Posted September 20, 2019 Posted September 20, 2019 Not exactly sure if it can have something to do with it, but you have those lines in your skyrim.ini: Spoiler [Archive]sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa, <ignore unless you have Enemy Variation installed, then those lines are needed too> Enemy Variations V4 - NPCs - Resources01.bsa, Enemy Variations V4 - NPCs - Resources02.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa Also if GM is right NMM should give you a warning the bottom where the plugins are counted ⚠️:256 active plugins Best to have not more than 254 active plugins. The warning might not show up eminently after you de-installed and installed some mods without closing NMM in between. Means NMM has issues to show the exact number of active plugins after de-installing some. If you use Wrye Bash and NMM at the same time, NMM isn't able to recognize the skyrim.esm and DLCs and all installed mods. Never tried what happens if I would start skyrim via NMM while WB is open at the same time. Maybe a windows 10 update happened? Those can sometimes mess up administrator rights. Steam got some updates lately. If you always play with steam offline you might need to log in once in a while, although steam should pop up a warning if that's the case. After lots of updates and file movement you could also clean your MS registry with CC cleaner (update it if too old, newer versions find a lot more) If all goes bad you might have to start the skyrim launcher again. Make a copy of your load order (incl the deactivated esp), skyrim.ini, skyrimpref.ini before doing that, because it can mess up your load order or rewrite your ini, depending on what you click in there. silly idea, but maybe activate/deactivate the DCLs in NMM works, yes silly right?^^
MetZwerg Posted September 20, 2019 Author Posted September 20, 2019 there are only 250 mods active, just like thursday evening, when it was still functional.... edit: hmm yes a windows update happened...... and yes i know this usually happens if i activate more than 255 mods... so i tend to stay below that limit at 250
GenioMaestro Posted September 20, 2019 Posted September 20, 2019 23 minutes ago, MetZwerg said: there are only 250 mods active, just like thursday evening, when it was still functional.... edit: hmm yes a windows update happened...... and yes i know this usually happens if i activate more than 255 mods... so i tend to stay below that limit at 250 That only happend when you have more than 255 plugings or when your file plugins.txt not exist or is empty. Have you launched Tes5Edit for see what is the exact problem?
MetZwerg Posted September 20, 2019 Author Posted September 20, 2019 thats the problem... skyrim reacts as if the plugins.txt is empty but it is not.... it´s existing and still contains my 250 mods as before...
GenioMaestro Posted September 20, 2019 Posted September 20, 2019 43 minutes ago, MetZwerg said: thats the problem... skyrim reacts as if the plugins.txt is empty but it is not.... it´s existing and still contains my 250 mods as before... I repeat my question: Have you launched Tes5Edit for see what is the exact problem? If you open Tes5Edit and you have more than 255 Tes5Edit show a error. Spoiler See how say "Error: Too many full modules" and you can not press the OK button. The old version of Tes5edit 3.2 let you press OK but show a error message and not load the plugings. If you open Tes5Edit and you not have the correct pluging.txt in the correct folder Tes5Edit show: Spoiler As you can see i have a lot of plugings but Tes5Edit only have active the two that can not be unselected. Exactly Skyrim.esm and Update.esm and no other pluging is active. Tes5Edit make exactly the same as make the game when start, load exactly the same file from the same folder and is much more easy know what is happend with Tes5Edit. We, you, me and every body that want help you need know what is the exact problem. If you have excesive pluging remove mods. If your pluging.txt file is empty or is not in the correct folder, enable or disable a mod for force NMM to generate a new pluging.txt file.
MetZwerg Posted September 21, 2019 Author Posted September 21, 2019 tes5edit says : Background Loader: finished i have NOT excessive mods as stated before the plugin.txt is not empty and has NOT to many mods in it the plugin.txt is in the usual folder: "C:\Users\MetZwerg\AppData\Local\Skyrim" the exact problem is that skyrim still thinks i have no mods activated, not even the official dlc´s edit: and the loadorder.txt is NOT writeprotected
GenioMaestro Posted September 21, 2019 Posted September 21, 2019 2 hours ago, MetZwerg said: the exact problem is that skyrim still thinks i have no mods activated, not even the official dlc´s Well, i presume you have deactivate and activate a mod in NMM to force the generation of the pluging list. But that not solve any. True? Have you tried open Skrim Launcher for verify that you have the mods active? Do you have BethIni? The option Enable File Selection is ACTIVE??? Because if that option is DISABLED the launcher not allow you to select the active mods and the when you load your savegame the game say that you not have any mod. If you not have BethIni and the launcher not allow you see the mod list open your SkyrimPrefs.ini and search the line: [Launcher] bEnableFileSelection=1 That option must be 1 for allow the game use mod's or DLC's.
MetZwerg Posted September 21, 2019 Author Posted September 21, 2019 i tried to de/activate mods... one, a few and all at atime tried to delete the plugintxt, so it´s forced to make a new... i have checked and bEnableFileSelection=1 is correct... the skyrim launcher shows the correct files activated... nothing.....
GenioMaestro Posted September 21, 2019 Posted September 21, 2019 5 hours ago, MetZwerg said: tes5edit says : Background Loader: finished 2 hours ago, MetZwerg said: i have checked and bEnableFileSelection=1 is correct... I'm running out of ideas and I'm actively trying to help because your situation makes no sense. If Test5Edit has the correct list of modifications and does not show any problems, it means that the correct file called pluging.txt exists in the correct folder and has the correct information. If the game has the parameter bEnableFileSelection = 1, the game must load the same plugin.txt file that Tes5Edit is loading and must read all the esp / ems files specified within that file. I will propose other actions but I doubt you will get a different result. Launch the game directly, without NMM and without direct access. Open windows explorer go to folder that has TESV.EXE and double click. Start a new game and see if you have your mods. Repeat the operation but launch skse_loader.exe and give it new game again. If you don't have mods, open the console and type "save test" to start a manual save and generate information in the log file. Find the file skse.log in Documents\My Games\Skyrim\SKSE and see if it is loading the dll's and what list of plugins the game has. Maybe there is a problem in the recorded game or in the shortcut. They are very remote possibilities but I can't think of anything else.
MetZwerg Posted September 22, 2019 Author Posted September 22, 2019 HMMM the game is up and running again.... i DE-installed some mods... none of them were activated in load order, but somehow if you have too many esp´s and/or bsa´s in yor data folder, skyrim gets crazy about that.... thanks for the help.....
donttouchmethere Posted September 22, 2019 Posted September 22, 2019 1 hour ago, MetZwerg said: HMMM the game is up and running again.... i DE-installed some mods... none of them were activated in load order, but somehow if you have too many esp´s and/or bsa´s in yor data folder, skyrim gets crazy about that.... thanks for the help..... Curious, did you only disable the mods in NMM, instead of uninstall them?
MetZwerg Posted September 23, 2019 Author Posted September 23, 2019 jup did just that i installed quite a lot followers, armors, weapons and clothes, because i wanted to make a big single esp of them..... and then activated one after another, on the last place of my load order, to test them... so i kept the cadidates i wanted to have in my package looks like i should write the cadidates down instead....
donttouchmethere Posted September 23, 2019 Posted September 23, 2019 20 minutes ago, MetZwerg said: jup did just that so you want to confirm my guts feeling that said: "only deactivating mods in NMM = bad!" "be a real NMM-man and uninstall, but don't delete your mods!"
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