injaku Posted December 8, 2023 Share Posted December 8, 2023 Given the amount of time it takes to start CK, I really don't want to exit the program before starting up Skyrim to test. Currently edits I make to a cell in CK do not appear in skyrim, if I "unlock" MO2 to start it. Link to comment Share on other sites More sharing options...
0Drew Posted December 9, 2023 Share Posted December 9, 2023 (edited) Are you remembering to save in the CK? I run with them both open and do not have this issue. Also running both through MO2. Alternatively, did you open an esp in your mod folder and are working off that, but there's an older version of the ESP in overwrite? Edited December 9, 2023 by 0Drew Link to comment Share on other sites More sharing options...
injaku Posted December 17, 2023 Author Share Posted December 17, 2023 I took the update of Skyrim as an opportunity to make a clean slate. With just 3 mods All Address, USSEP, and Alternate Start, I started up the Creation Kite and created a mod which added an NPC to Alternative Start's Prison. Moved the resulting esp file in to its own mod in MO2. Note I had to enable themod in Skyrim's in-game Creation Load option. The NPC was in the prison. I "unlocked" MO2 and add more mods and retested without issue. Then I added FINS, ran it, and put its output in its own mod. This caused the NPC to disappear. I disabled all the mods but the first three and the debug esp mod. The NPC did not return. Attempts to return the npc include: - disabling the debug mode in MO2, starting skyrim, exiting skyrim, reenabling the debug mod, and starting skyrim with a new game - disabling the mod using the in game mod order, exiting skyrim, restarting skyrim, reenabling the mod. and starting a new game - exiting CK, restarting CK, and resaving/pushing to PC the esp file. exiting CK, and restarting skyrim with a new game Nothing worked after running FINS Link to comment Share on other sites More sharing options...
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