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Deactivated plugins after following guide exactly. Should I enable them?


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Posted (edited)

I just followed the STEP guide for Skyrim SE and finished installing everything. It seems I have a working install!
However, some .esp plugins seem to be disabled by default. Just wanted to double check if having them checked/unchecked will lead to issues, or if I can just choose to use them. the following plugins seem to be unticked by default:
- AbandonedPrisonNavFix.esp
- MCMHelper.esp
- RUSTIC SOULGEMS - Sorted - ESL - GIST.esp
- WACCF_Armor and Clothing Extension_SPID.esp
- UDHAP - en0.esp (and all other numbers up to 4)
Should I enable this plugins? They all seem like useful fixes. Are they included in the compatibility patches?
Thanks in advance to anyone willing to help!

 

Edited by Ricardo4444
EDIT: I had written LE but meant SE. Corrected.

6 answers to this question

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Posted

 

2 hours ago, Ricardo4444 said:

@Greg I actually meant SE. Don't know why ended up typing out LE.

Sorry about that. I thought you really meant Skyrim LE in your post since this topic is in Skyrim LE General Support. In this case, I moved the conversation to Skyrim SE General Support.

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Posted (edited)
On 9/27/2024 at 11:41 PM, Ricardo4444 said:

I just followed the STEP guide for Skyrim SE and finished installing everything. It seems I have a working install!
However, some .esp plugins seem to be disabled by default. Just wanted to double check if having them checked/unchecked will lead to issues, or if I can just choose to use them. the following plugins seem to be unticked by default:
- AbandonedPrisonNavFix.esp
- MCMHelper.esp
- RUSTIC SOULGEMS - Sorted - ESL - GIST.esp
- WACCF_Armor and Clothing Extension_SPID.esp
- UDHAP - en0.esp (and all other numbers up to 4)
Should I enable this plugins? They all seem like useful fixes. Are they included in the compatibility patches?
Thanks in advance to anyone willing to help!

 

.ESP Plugins may not be enabled by default due to behaviour of MO2 with multiple esps. When you install a mod with multiple esps, it does not automatically enable all of them, just a case of precaution, like you turned on something that you didn't need or want. (for inexperienced i suggest putting this to first mod where such thing may happen. or in mo2 guide, if it's not there)

So if guide not says specifically to disable esps, or put them in optional, then enable them.
These esps that you mentioned should be enabled.

Edited by d2eRX52
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Posted

MO will always automatically enable all plugins in a newly-installed mod once it's enabled in the left pane. The problem is when you update an existing mod with a new plugin or unhide a plugin, or unset a plugin as optional in MO, or possibly when you uninstall a mod winning a plugin conflict with some other mod. Then these plugins must be manually enabled.

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