Fallout 4 universal missing menus fixer

I don't know how, yet somejust how Fallout 4 lost my entire electronic devices tab in Settlement Setting. Amongst various other issues.

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I think I might have actually ultimately damaged the camel's earlier with mods, I had somepoint choose 250 installed. Decided to simply uninstall the game entirely, I'd been obtaining tired of it anyway. It also at a pair points foracquired I had completed the DLC and a couple of times loaded without any mods at all.

Out of curiosity has actually anyone else had actually this happen? I couldn't uncover anything on food selection categories going missing in develop mode.



Enable the UMF. Start game.

Run around for a few seconds to let the UMF execute its task. Exit game. Cshed game.

Disable the UMF.

Start game. Menus have to be ago.

It's been fairly a while because I've played FO4, so I can have actually acquired the steps wrong. I think this is correct, though. If you're unsure around it, read up around it on the mod's front page on the Nexus.

This tool has actually conserved my ass many type of, many times. Good luck.

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Are you under 255? Magic number for amount of mods set up. Shit starts going wonky a little prior to this number as well.


He would certainly need to be if they were all plugins, the engine makes it difficult to go greater. I think it’s more likely that a mod or mod problem messed it up.


Happens to me all the moment. Typically an outcome of me letting something override the mod I have that reorders workshop menus "Workshop Re...Something". Makes points simpler to discover yet disputes with many various other mods that as workshop items.


Menus, or Formlists in the CK, usually disshow up once one or even more of their indices consists of a "none" worth, therefore rendering the list invalid. This occurs typically with mods that add new keywords(categories of items) or formlists (categories of items/keywords/various other formlists) to the workshop making use of script injection -- the use of a manuscript (hence the name) to insert practice formlists and keywords right into a vanilla list.

The reason that script injection is employed is because straight inserting the content right into vanilla menus will certainly make that mod incompatible with any kind of various other mod that modifies the very same menu. The reason that it creates incompatibility is because of the method Fallout loads mods: any type of modified formlist that is loaded will overwrite the previous variation, as opposed to adding its items to the existing one. This suggests that, out of a number of mods that have actually their own versions of the same list, only the one from the last mod to be loaded will certainly be used. The manuscript injection method adds the mod's content to the list when the player lots a save file via that mod for the initially time, bypassing the game's mechanism and also allowing mods to share vanilla formlists.

The concern through making use of this technique is that it makes uninstalling them rather tricky; a script has to be run to rerelocate the custom content correctly. If the entries aren't removed before the mod is uninstalled, the next time that save is loaded any type of list that as soon as had a practice enattempt will certainly not present because that list now has an index via a "none" worth.

Many mod equipments have actually gadgets in the game - generally an "uninstall chem/holotape" - that the user should craft and also then use/activate in order to run the script prior to they rerelocate the mod from their pack order. The Settlement Menu Manager does this instantly as soon as a mod is removed however it requires the mod maker to compose their manuscript specifically for it, which then renders the SMM a need for that mod. Also, utility mods such as DarthWayne's Universal Missing Menus Fixer are made exclusively to purge vanilla lists of any type of "none" values.

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What many most likely taken place to you was that you had a mod that added a tradition keyword/formlist to your missing vanilla list. When you loaded your conserve without any type of mods installed, the list was made invalid bereason the indices that the mod's items inhabited currently had actually "none" values (given that the mod was apparently improperly uninstalled). Reinstalling the mod most likely wouldn't fix the problem as the manuscript would sindicate appfinish the custom content to the end of the list, creating new entries. When I was testing the manuscript injection for my very own mod, but, using DarthWayne's fixer did the trick for me eexceptionally time.