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Adding Follower mods causes no mods to load


primem0ver

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I have been trying out some new follower mods recently for a new profile in MO. After adding some new ones today I am getting a weird problem. At first I tried using the mods in my relatively new game and had issues like my head disappearing, followers going missing, other NPCS going missing, and all out crashes. Then I tried a new game to see if that would work. If I activated more than one mod, all of my extra races I have added in this profile would disappear. I finally figured out what was going on by looking at the SKSE log. Here is the bottom line:

 

If I activate more than one of the new follower mods, NONE of my mods load at all. This makes sense considering the symptoms I am seeing (like walking into an empty sleeping giant... empty except for the two innkeepers). Here is the section of the SKSE log that shows this:

save name is Save 139 - Prisoner  Skyrim  00.06.18
full save path: C:\Users\Matthew\Documents\My Games\Skyrim\__MOProfileSave__\\Save 139 - Prisoner  Skyrim  00.06.18.skse
dispatch message (2) to plugin listeners
sending message type 2 to plugin 14
dispatched message.
loading co-save
Loading mod list:
	(0 -> 0)	Skyrim.esm
	(1 -> 1)	Update.esm
Loading menu open/close event registrations...
Loading key input event registrations...
Loading control input event registrations...
Loading mod callback event registrations...
Loading crosshair ref event registrations...
Loading camera event registrations...
Loading actor action event registrations...
Unhandled chunk type in Core_LoadCallback: 4E494E55 (UNIN)
dispatch message (3) to plugin listeners
sending message type 3 to plugin 14
dispatched message.
cleared save path

Normally the "Loading mod list" is as long as the number of mods I have installed under this profile. Note this save is in line as a prisoner at the beginning of the game. What would cause this to happen? FYI, plugin 14 is nioverride.dll

Edited by primem0ver
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Well there isn't enough information to tell you what went wrong. "You did something wrong" is the easy answer. In the report though it says save 139, if that's a save game it would no doubt go corrupt an glitch out the game. Until you get a stable build the game starts are kind of thrown away, or well they should be, just test plays, then it's stable, start a actual game. Then you know cheat or mod to carry a character via a legacy. Racemenu for example will save the sliders that create a character. allowing you to refine the character overtime or provide different looks that can be loaded quickly, or putting that character into a new game start with the same look.

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I am not sure your logic works. But perhaps I am not understanding it. Are you saying my save is corrupt? Because it loads fine if I do not activate the "new" mods. All previous mods load without a problem. But once I check two ore more of the 7 new mods I installed (it does not matter which ones) NONE of the mods load at all. I can't get a stable game if I want to load all 7 mods and there is no reason I can think of why they shouldn't work. I have other mods like them (follower mods) already installed. So why should 7 more cause a problem? Let alone one that causes ALL 200+ mods not to load?

 

You say it would "no doubt go corrupt." Why? Why should another 2 follower mods cause corruption? And what do you mean by "glitch out"? Have you ever heard of one extra mod causing the entire mod loading process to be skipped? Because I haven't EVER seen that happen. And I can't find any other articles that describe this problem.

 

If I could find out why the process is skipped then I might be able to understand the problem (and hence how to fix it). One question I have that may be related: is there a limit to the number of resources that can fit on a race menu slider? Is it possible that if that limit is crossed, the game does not load any addons to prevent a crash? It is possible that if their is a limit, that these new addons may cross it. Here is why:

 

I have all 3 Apachii Skyhair mods.

I have 4 race mods that include hair styles.

I have several (standalone) follower mods that add hairstyles.

The new mods I just downloaded are also standalone and probably add their own hairstyles.

It is quite possible that all the hairstyle resources combined are crossing a limit (if a limit exists).

 

The same pattern repeats for eyes (though there are probably fewer eyes than hairstyles).

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Well if one of the mods require a master that isn't present it just crashes upon launch of the game. You can load the list up with Skyedit an it will say what is happening as it loads if there is a problem there. I don't think there is a limit to racemenu, it will either work or not, an won't cause problems like you described, just that some of the content won't work, but this is unconfirmed, because race menu or the other mods don't say the problem an all that was tested so at some point it was tested to work together, there's a small margin of error there though, because people don't read the mod descriptions an even if they did it's hard to grasp an hard for modders to write in every potential problem, an testing in general is pretty limited on this stuff. There is a limit to the max amount of mods, but typically the problem is the game goes completely glitchy an bonkers while inside the game. Then save games you can break the game just by changing one tiny thing. When adding mods to a list of mods the game will have things will end up broken. It's a risk every time a change is made an a old save is used, often it's a risk on things 100 hours later. Hence the idea, start new game when changes are made. Legacy stuff takes care of it, like storing the character's look outside the save game via racemenu or cheat mods to provide gold an training. You'll lose the quest stuff, but keep the character an most of the rewards of gameplay. That's only up until the character dies though. No reason to cheat after that. An example is I got to level something or another before legendary edition came out an I didn't have DLC, an that's a very old save game, no idea where it is now, I have a recreation of that character made in legendary though. With the whole legacy idea I can use both of those archived save games. Basically a gold amount hidden in a container an character look, with training dummies or pay to level.

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I appreciate your trying to help but... you really need to pay attention to what I am saying.

 

  1. I have already explained to you that the game loads all the way. Problems due to missing masters occur BEFORE you load a savegame. (You said as much... so why bring this up?)
  2. I use mod organizer so I already know there are no inherent conflicts in my setup (other than possible incompatible mods). Mod organizer warns about conflicts that will cause 99% of crashes, particularly of the types you mention.
  3. I have already logged thousands of hours in Skyrim. 95% of it using 200+ mods. I am an experienced player and mod enthusiast. I constantly add mods to my game. I have found that this does not normally cause problems as long as the load order is re-done using BOSS/LOOT. It is REMOVING mods that generally leads to issues in a save game.
  4. Even if adding mods caused problems, the game has only been saved once. (Again... game 139 is a NEW GAME. THERE ARE NO OLD SAVES!). There has been no chance for additional mods to cause "corruption" to the save.

 

I appreciate your suggestion regarding Skyedit. I will look into that.

Edited by primem0ver
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I just looked up SkyEdit. Why are you asking me to test the game using a mod editor? Or did you mention that to test load order? (which I have already addressed) Can I even load a save game? How will that help if I cannot load a save?

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Uh... Is it a problem with mods not loading or a problem with a save game? Stuff gets locked into the game via save game, an short of a MCM script for it, it won't change until a new game is started. I mentioned Skyedit because it will display messages as the whole order loads. Cause in the title it says "causes mods not to load" If you don't like me or what I say, that's fine, but we can keep trying to fix it anyway. :D

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