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.
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.
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.
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.
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.
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?
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?
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.
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.
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. :)
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."
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?
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
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.
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.
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!
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
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
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?
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
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.
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.
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.
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.
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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.
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!
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.
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.
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.
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.
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?
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.
Edit: I figured it out. It looks like this mod is still needed for loading plugins with MO2.
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. :)
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."
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!
Thanks for the info !
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
M4x1mus4011 I could only find it on their discord. Not on Nexus or their GitHub yet.
https://discord.gg/ewUVAqyrQX
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
Edit: Never mind, d/ling and running the installer worked.
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.