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  1. Nukem
    Nukem
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    The Starfield update released on June 9th, 2024 (1.12.30) has rendered this mod pointless. There is no need to install it. You can safely remove old versions.

    SFPTE version 1.3 is provided as a workaround for everyone hardcoding it as a dependency. It acts as a placeholder and has no effect.
  2. Faramier
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    I've tried to figure this out myself but have really hit a snag. I'm trying to use "Place Doors Yourself " mod. I have placed all files correctly but am stumbling at how to create a Plugins.txt correctly for the mod. Does anyone have advice or a tutorial I can look at?

    I did read that bethesda did update and this mod is not needed anymore but the other mod doesn't seem to work so I figure it still needs plugin.

    Thank you so much for the help in advance!
    1. lostinwhere
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      What version of the game are you on? Prior to 1.12.30, the game would not recognize and load any third party plugins and would not read or use a plugins.txt file. With game version 1.12.30 and newer, the game will now recognize third party plugins that are properly installed and generate it's own plugins.txt file. That file is located here: C:\Users\username\AppData\Local\Starfield. While you shouldn't have to create your own plugins.txt file with the current version of the game, here is something I posted a while back:

      There are a couple of easy to make mistakes when creating the file caused by Windows having hidden folder and file extensions. 

      Only put the plugins.txt file where the mod author stated in the directions. Do you have your file extensions visible?   Windows has extensions for known file types hidden by default. Txt files are one of them.  That can make it very easy to accidently name the file plugins.txt.txt. Windows also has certain files, folders and drives hidden by default.  That's made it hard for people to find the correct place to create the plugins.txt file in the first place. 

      Video on how to show file extensions: https://www.youtube.com/watch?v=PoTah9YBG2Y 

      How to view hidden files and folders: https://support.microsoft.com/en-us/windows/view-hidden-files-and-folders-in-windows-97fbc472-c603-9d90-91d0-1166d1d9f4b5#WindowsVersion=Windows_10

      Also, when adding in the mods to the plugin.txt file, copy and paste the name of the mod from the esm. Don't try to manually write it in. The file name might contain  hidden symbols that you can't see like a hidden underscore.
    2. Faramier
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      Thank you so much for the help, lol I think you helped me with another one today. So I don't have that file location, I installed via steam but and can get to the Starfield folder. I have "un-hidden" the folders but don't know what to look for in terms of the file name.

      Second question just to save time, is the explanation is the description comprehensive enough if you're new to copy past the desired mod in or can you elaborate?
      I am looking to enable the place doors yourself mod.

      ThisPC/Documents/MyGames/Starfield/SFSE/Logs
      Here are the files in that folder:
      ConsoleCommandRunner.log
      SFPluginsTxtEnabler.log
      sfse.txt    (The one I think it must be)
      sfse_loader.txt

      Side note, thank you so much for taking the time, its super helful and pretty amazing that random people are this helpful in our niche.
    3. lostinwhere
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      What version of the game are you on? If you're on 1.12.30 or newer, the game should be creating a plugins.txt file based on any third party plugins that are properly installed. Also, are you manually installing, or are you using a mod manager? 

      Also, to enable a plugin, you won't be doing anything in your ThisPC/Documents/MyGames/Starfield/SFSE/Logs location. 

      For Place Doors Yourself, you would install the two files, PlaceDoorsYourself - Main.ba2 and PlaceDoorsYourself.esm into your C:\steamapps\common\Starfield\Data folder. If you're running the current version of the game, the game itself should edit the plugins.txt file with the *PlaceDoorsYourself.esm entry. 
    4. Faramier
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      The version I am running is : V1.12.36.0 [SFSE 02.10]

      I have the two files in the Data folder not plugins folder.

      Crossing my fingers to figure this out cause the random door placement thing literally kills the game for me.
    5. lostinwhere
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      To see if PlaceDoorsYourself.esm is even loading, when you first start the game and get to the screen that shows:

      Continue
      New
      Load
      Creations
      Settings
      Photo Gallery
      Crew
      Quit

      Click on Creations. That'll open up a page where they show all the Creation Club content. At the bottom of that page you'll see choices you can select like Category List L Ctrl     Search X     Load Order T,     Click on Load Order T.  That will bring up the list of third party plugins that the game is actually loading. Do you see PlaceDoorsYourself in that list?    
    6. Faramier
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      Dude, it's been a wild ride and I can't thank you enough for sherpa-ing me up this mod mountain! Got it all working and now I can just play! TY!
  3. awbretire
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    I'm on the latest Starfield update and still have a mod or two that require your  plugins txt enabler even though it's supposed to be redundant now. Outpost ultimate tweaks and addons in particular, lists plugin txt enabler as a requirement do I still need it or is the new Starfield update able to run these type of mods without it?
    1. lostinwhere
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      As of game version 1.12.30, the game is now capable recognizing and loading third party plugins on it's own. Prior to 1.12.30, the game would not recognize and load any third party plugins and would not read or use a plugins.txt file without the SFPluginsTxtEnabler.dll file for Steam or the SFPluginsTxtEnabler.asi file for Gamepass. The game still uses the plugins.txt file to determine the load order of third party plugins, so that file you want to leave alone. It should be safe to remove the SFPluginsTxtEnabler.dll or .asi files and let the game load the plugins on it's own. 

      I see some people are saying they still need this mod to work for MO2. That sounds like an MO2 problem. I manually install and don't use either MO2 or Vortex. If you can't get OUT to load without this mod, I would post a question over on his mod page. 
  4. Gubrez
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    Do I still need this mod with Mod Organizer 2?  I have MO2 and I cannot load plugin files like .esm. I click on them but nothing happens, and it will not check the box. The plugin is in red letters.
    Edit: I figured it out. It looks like this mod is still needed for loading plugins with MO2.
  5. Angry696
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    Since Plugins.txt Enabler isnt needed anymore, mods depending on this mods need to be remade or can be use safely?
    1. LisbethSAO
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      If the mod in question is older and/or has not been updated for 1.12.30+, and still lists Plugins.txt Enabler as a Requirement, it might be safe to use without installing this mod.

      HOWEVER
      , that mod may still be hardcoding this mod (Plugins.txt Enabler) as a dependency, so you can try that mod WITHOUT installing this mod, and see if it works (it should still work, theoretically), but if it doesn't then yes you will still need to install this mod---if it still does not work, even after installing Plugins.txt Enabler, then the mod in question is most likely no longer compatible with what ever game version you are using it with (or you may be having a mod conflict, is another possibility).

      More importantly though, make sure the mod in question is in fact still compatible with the newest game update/version (or what ever game version you are using).

      Even though Plugins.txt Enabler is no longer needed (going forward, with the new mods getting made), there are still some (older,
      and even current) mods that may still be hardcoding it as a dependancy, and for that reason it acts as a placeholder and has no effect, but if removed/uninstalled, it may (or may not) result in causing errors for those other mods. If you are using a mod that still lists Plugins.txt Enabler as a Requirement, it's still good practice to keep it installed.  :)
  6. Elunico
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    Does anyone know why the plugins.txt file disappears, and what I can do to solve it?
    1. lostinwhere
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      Are you using Vortex by any chance? Here's something that was posted last year regarding a similar issue:

      Stultusaur came across an issue that he reported in the thread below. He stated:

      "I had issues with this mod, showing that all other plugins were not loaded.

      Turns out, Vortex have taken over plugin management, and removed my Plugins.txt file.
      After enabling Plugin management in Vortex, and deploying mods again, this worked for me without changing."
    2. Elunico
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      No, I use mo2, but this happened when I restarted Starfield after a few months, it was updated to the latest version and every time I start Starfield the plugins.txt file is deleted. The creations menu does not load most of the mods that I had downloaded from nexus, and it also has a different loading order each time (it's rubbish) I want the mods that I already had to load and edit the loading order myself to avoid crashes . Is it possible to enable plugins.txt again?
    3. lostinwhere
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      I install manually and don't use either Vortex or MO2. You might want to check over on MO2's discord to see if there's a solution to this issue. 
  7. DragonBreakGod
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    Mod Organizer 2 keeps disabling SFBGS003.esm, SFBGS006.esm, SFBGS007.esm and SFBGS008.esm. Any solutions?
    1. DeityVengy
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      same here. it's hard finding people with this issue so commenting to stay posted. I've disabled all the stuff in the SFSE/plugins folder same issue. I've disabled half my mods same issue etc. It's happening as soon as you start the game too. not even when loading a save
    2. DragonBreakGod
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      Yes, MO2 disables the pluggins as soon as you launch. No much more luck with Vortex. The ESM appear enabled but the game doesn't give the option to research ammo or the empty ship parts.
    3. wqd872026
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      I also have the same question
    4. opticskink
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      I had the same issue with MO2 2.5.0.  I tried 2.5.2 Dev Build 1 from the MO2 Discord server and that fixed the issue for me.  It moved those four esm files to the top and enabled them.
    5. csimn
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      Here is one more person with same problem :(
      I'm with the new SF and correct SFSE and MO2 2.5.0, and set true/false to "bypass check is Plugins.txt enabler installed"? option in MO2,
      yeah, on both case, after close game, MO2 uncheck all SFBGSxxx.esm .
      if i can, i will reply after install the MO2 2.5.2 dev build mentioned above.. 

      *EDIT*
      YEAH! MO2 2.5.2 dev build solves this problem!
    6. merudgark
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      New MO2's dev build indeed solves the issue. I should check MO2 Discord more frequently XD

      Thanks for the info !
    7. M4x1mus4011
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      Could someone please provide a link to the 2.5.2 build?  I'm on the MO2 page and trying to Google it but can't find it anywhere.  Also wondering if 2.5.2 is needed to keep the game from crashing at the load screen.  That has never happened to me before but hasn't stopped since I downloaded the update yesterday. 

      I'm new to all this, so they may not be related.  If not, and someone could at least point me to 2.5.2 I'd really appreciate it.  Thanks
    8. GroteGrottrol
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      Thx opticskink, MO2 2.5.2 Dev1 fixed it for me too.
      M4x1mus4011
      I could only find it on their discord. Not on Nexus or their GitHub yet.
    9. opticskink
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      M4x1mus4011 MO doesn't want links to dev builds posted online.  If you go to the Mod Organizer 2 GitHub page there is an About section in the upper right which has a link to their Discord Server.  Join their server and look in the dev-builds channel.
      https://discord.gg/ewUVAqyrQX
    10. M4x1mus4011
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      Appreciate you all.  Thanks very much
    11. DragonBreakGod
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      Got the Dev1 update for MO2. Now it loads those ESM. Still can't research ammo or upgrade melee weapons. Something is wrong with my game or is a MO2 problem?
    12. Jdseese
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      Have you tried launching without using MO2 - do you have those options if just running from desktop or through Steam?
      My MO2 is acting up as well, and complaining due to me deleting Plugins.txt Enabler mod per this page instructions.   

      I get that the mod manager apps are to blame as they are now suddenly out of date, but that explanation would help here - a little warning eh
    13. DragonBreakGod
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      I fixed it by checking the game integrity. Steam f'd up somehow. Now it's working like a charm.
    14. GonzoTheSamuraiiii
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      We have to manual install for the time being until its fixed.
    15. Grifman
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      How do I install the development build?  There are several links there, the first looks to be all the files, the second is just the installer.  I'm not certain what to do now.

      Edit:  Never mind, d/ling and running the installer worked.
    16. srubynazakaz
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      "SFBGS003.esm, SFBGS006.esm, SFBGS007.esm and SFBGS008.esm" I have these mods too, but I can't remember the name.someone tell me )
    17. HeyYou
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      It's official BGS content and was part of the latest update.
    18. foxtrot3d
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      Also commenting to report the same issue. I'd rather not download the DevBuild of MO2, so if anyone knows of any other fix I would be greatful.
    19. DragonBreakGod
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      The only fix is to download the DEV1/2 Update for MO2
    20. hellgeist
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      Kudos, thank you for that - the dev2 build fixed it!
    21. DarianStephens
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      Seems like a workaround might be to remove the .dll from this mod and make a blank file with the same name and extension?
      Mod Organizer 2 has stopped complaining for me. You just need to tell the game to keep loading (Press 'No' when prompted to close) when it fails to load the plugin.

      EDIT: Maybe not, the plugins were unticked the next time I checked MO2 after launching the game.
    22. Elunico
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      Can someone tell me where to get it mo2 2.5.2 Dev Build 1 ?
    23. DragonBreakGod
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      Search in google "Mod Organizer 2 Discord". There (if you have the app and an account) you can download it.
  8. Elunico
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    I have updated the game to the latest version. Now every time I enter the game the plugins.xtx file disappears and the mods do not load. Could someone give me a hand, thanks.
  9. yearofthelad
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    nm works with MO2 dev build 2.5.2
  10. Khambr
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    Not sure if anyone has said this recently or not, but I still use this mod. Reorganizing the load order is considerably less tedious using this mod than using their built-in mechanism. This is especially true when trying to figure out which mod is causing loading errors. I can turn one off, start the game, test if it loads right, kill it, and repeat. It helped me find 3 mods that were breaking my load in one day.
  11. Demhammerx
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    Thank you for your service!