{"version":"2.1.299","anchor":"hooks-modules-rollout-switch-is-now-followed-live-in-a-runni","canonical_anchor":"hooks-modules-rollout-switch-is-now-followed-live-in-a-runni","heading":"Plugin mods switch on and off mid-session, and org mods must load before a turn","tier":"notice","area":"Plugins","scope":"both","heads_up":true,"url":"https:\/\/changelogs.core-directive.com\/v\/2.1.299\/e\/hooks-modules-rollout-switch-is-now-followed-live-in-a-runni","release_url":"https:\/\/changelogs.core-directive.com\/v\/2.1.299","markdown":"### Plugin mods switch on and off mid-session, and org mods must load before a turn\n\nInstalled plugin mods now load or unload when their rollout switch changes mid-session, and a turn waits for your organization's mods to load\n\n**Unclear.** The rollout switch's name and its default are not stated, so it is unclear whether installed mods are on for a given account.\n\n**What**\n\nPlugins can ship mods, extra code that hooks into Claude Code. A rollout switch controls whether installed mods are allowed to run. Claude Code now follows that switch during a running session, loading or unloading installed mods when it changes. Before, the switch was not followed mid-session.\n\nNew messages you may see:\n\n- \"Waiting for your organization's mods to load.\" while mods managed by your organization load before a turn\n\n- \"Your organization's mods could not be loaded, so this turn was not run.\" when they fail\n\n- a note that installed mods are off for now because the rollout switch reads off, that they load again when it reads on, and that built-in mods keep running\n\nA turn is one round of you sending a message and Claude answering.\n\n**Why**\n\nIf your organization manages mods, a turn can now be stopped when those mods fail to load, instead of running without them.\n\n- Area: Plugins\n- Tier: You'll notice\n- Useful: 4\/5\n- Signal: 4\/5\n- Scope: both\n- Heads-up: yes"}