BillstrNexus Posted August 3, 2021 Share Posted August 3, 2021 I am unable to boot up my mod in game. I try to view it in game but whenever I load SSE it doesnt show up. I have watched mod tutorial videos and they load their mods in by activating it through Data Files but SSE doesn't have that option. Is there a way I can view it in SSE and if so how? At this point I cannot work further if I haven't tested my mod in game yet. Link to comment Share on other sites More sharing options...
jinsitsu Posted August 3, 2021 Share Posted August 3, 2021 (edited) What do you mean they load their mods through Data files? If you're using a Mod Manager it should be fine. Because either you download the mods through a mod manger and let it do it's thing or just manual install it. Edited August 3, 2021 by jinsitsu Link to comment Share on other sites More sharing options...
BillstrNexus Posted August 3, 2021 Author Share Posted August 3, 2021 I didnt word this very well, I'm making a mod via creation kit. I am unable to test my mod out in the game via an absent feature from SSE. I wanted to know if anyone knew a way around it. I hope that explained it better :) Link to comment Share on other sites More sharing options...
jinsitsu Posted August 3, 2021 Share Posted August 3, 2021 Oh okay so you're using CK and you can't test your mod in game? Hmm can't help you there but hopefully someone will. Good luck! Link to comment Share on other sites More sharing options...
NexBeth Posted August 3, 2021 Share Posted August 3, 2021 You have to activate your mod in the game menu once the game goes to the main menu. There is a option for MODs, click that and choose the correct prompts. Link to comment Share on other sites More sharing options...
SeraphimKensai Posted August 3, 2021 Share Posted August 3, 2021 One fairly easy way I've found using MO2, is to create an archive of your mod assets, install that on MO2, which creates the appropriate directories for you in your MO2 profile. I then keep the data folder open and the folder for the install of my mod, and as I change stuff in Creation Kit and save it, I copy paste the new version over to the folder for my mod's MO2 install. Note: I create folders for backup purposes along the way and periodically dump in my assets into a corresponding backup folder, so if necessary I can quickly revert back by overwriting files if necessary. Doing it that way, allows you to test your work on multiple profiles in MO2, for instance1 profile - just having skyrim and the dlc and your modanother profile - skyrim, dlc, your mod, and other utility mods like skse, papyrusutil, etc.another profile - skyrim, dlc, your mod, utility mods, and other mods in your load order that are related to your mod.another profile - your entire load order + your mod. That way you can check to make sure your mod is working in correlation to your Load Order.Also use xEdit to make sure you don't make Wild Edits in your mod, its always a great idea to clean your work as necessary. Link to comment Share on other sites More sharing options...
BillstrNexus Posted August 3, 2021 Author Share Posted August 3, 2021 (edited) Thank you NexBeth you saved my bacon Edited August 3, 2021 by BillstrNexus Link to comment Share on other sites More sharing options...
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