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[LE] Starting CK through MO2 not working


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Hello people!

 

(I am using Skyrim LE if that matters ... )

 

Until yesterday everything worked fine: I could start the CK through ModOrganizer2, edit mods, save them, compile scripts, everything worked.

 

Then I decided to install Oblivion. I also wanted ModOrganizer to manage those mods. Everything worked , so I did some stuff with Oblivion and the ConstructionSet there.

 

Today I wanted to continue working on a Skyrim mod, but the CK does not work anymore with MO.

 

When I try to start the CK through MO, it says "preparing VFS" and loads a bit, as it should and then it says "MO is locked" (as it should). Normally the CK would open up at that point. but it does not. The window that says "MO is locked" closes at that point.

I already completley removed MO2 and Skyrim and reinstalled both of them.

Starting normal Skyrim or the SKSE works fine and the mods load correctly. Only the CK does not work.

 

I already searched a bit on the internet, but I couldn't find anything useful. The "override steam Id" thing is already checked and set to the correct number.

 

I just don't know what to do to get the CK working again with ModOrganizer.

If anybody knows of a fix for this problem or has experienced this before, please let me know!

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Ok, so today I decided to (finally) restart my computer, becaue it is windows after all :happy:

And now when I open the CK through MO2 i get a error message that says "the application couldn't be launhed correctly (0xc000001d). click OK to close the application".

That isn't good, but it is something. Maybe g00gle can help with this ...

 

Ok, I found this: https://steamcommunity.com/app/72850/discussions/0/1473096599329371129/

Someone said there that the CK didn't "like" the d3d9.dll file from ENBoost. Weird!

I never had any problems with ENBoost and the CK before ...

(BTW I'm just documenting all of this in case someone else ever has the same problem)

Edited by Tharizdun73
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Ok, so I deleted the d3d9.dll file from my Skyrim directory and ....

OPENING THE CK FROM MO2 NOW WORKS PERFECTLY!!!!!

So, I am happy now, or am I?

Of course I'm happy that it works, but I'm asking myself why?

Why does ENBoost affect the CK so badly?

In the enblocal.ini file there is the following line:

IgnoreCreationKit=true

So why the ---- does it not work with ENBoost?

Hmmm...

If I put the d3d9.dll file back in and set IgnoreCreationKit to false, it agian gives me the error message.

Maybe I can start the CK through SKSE, like Skyrim itself.

So I went into MO and started SKSE with -editor as a start parameter. But then I get a error message saying, that the CK is a newer version then what SKSE supports. What?

I checked, and I am sure I have the latest version of SKSE.

What is going on?

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For now I will just have to remember to delete the d3d9.dll file when using the CK and to put it back when actually playing the game (which I don't do that often anyway :sad:).

But if someone knows what the ----- is going on with the CK and ENBoost and SKSE, please let me know here!

Thank you for reading all this crap and have a nice day <3

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It has been said many times but always worth repeating. The Mod managers are not designed as development environments, don't run the Ck through them except for the most trivial changes. They just add another layer of software to debug and its difficult enough debugging a mod without trying to work out whether the problem is MO or CK or you. There are also issues with whether resources are 'seen' in the virtual directory.

 

Put whatever you need for you modding in the Data directory and run the CK manually.

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It has been said many times but always worth repeating. The Mod managers are not designed as development environments, don't run the Ck through them except for the most trivial changes. They just add another layer of software to debug and its difficult enough debugging a mod without trying to work out whether the problem is MO or CK or you. There are also issues with whether resources are 'seen' in the virtual directory.

 

Put whatever you need for you modding in the Data directory and run the CK manually.

Thanks for the respone!

I get what you are saying, but the thing is that it worked fine before, and now it doesn't. Without any real reason. That pisses me off! If it didn't work from the beginning, it would be fine, I would just say "ok, it does not work". But I know it can work, because it worked until a few days ago!

But I found a "workaround" for this issue, as I said: Just remove that one dll file when doing CK stuff and put it back when playing.

And with MO it is much easier to manage lots of resources for mods, or working on multiple mods that require different resources and stuff like that.

So I'm just a bit confused now, but I am guessing that everything is fine now ... :confused:

Edited by Tharizdun73
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  • 2 months later...

It has been said many times but always worth repeating. The Mod managers are not designed as development environments, don't run the Ck through them except for the most trivial changes. They just add another layer of software to debug and its difficult enough debugging a mod without trying to work out whether the problem is MO or CK or you. There are also issues with whether resources are 'seen' in the virtual directory.

 

Put whatever you need for you modding in the Data directory and run the CK manually.

 

It's a perfectly bad argument :

1) CK works in MO1

2) CK is not just used for big dev, most of people use it to reposition stuff in the world while 2 mods conflict and most of the time regenerating Facegens, so use it in MO has common sense

3) you should avoid to trash your Skyrim data folder while using MO (so saying to do dev in you skyrim for people using MO is a non-sense)

4) MO give a good layer to secure original mods, while you bring your personal modification, in this sense DEVing in MO is not completly absurd and is even better that producing dev trash in you skyrim folders

5) if you dev in MO, building a Mod is much more easier than in your skyrim folder

6) so now because MO2 devs using this argument to justify the non-effort (no provocation here, i can understand) of bringing the technical modification to making it works is bad, i would prefer hear that it's difficult and probably ask too much work for what it brings (probably true .. or not i don't know)

7) debugging is not a total issue in MO, only people doing heavy dev on mod would prefer DEVing out of MO

:cool: People now have to switch back to MO1 to be able to do minor modifications on mods

 

Not an attack in any sense, just facts. MO team is doing a very good job, and i can understand why CK don't work in MO2, but the argument used here to justify is not good :smile:.

 

*Excuse my poor english i'm a foreigner :smile:

Edited by Barzing
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