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"Dependent" Mods?


AncientGamer65

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Probably a "noob" question...your kindness to me is appreciated. :smile:

 

I'm in the process of ferreting out a conflict by disabling mods, but leaving the one active that I want to find the conflicter with. I've found the strangest thing in this...there are some mods in my game now that New Vegas depends on having to start, or else the game will Crash To Desktop.

 

What I mean is this. I was going down the list, eliminating mods...I'd deactivate a mod, start the game...CTD. Re-activate the mod, start the game, and it starts fine. :/ A couple of quest mods, but mainly weapon mods. What's causing this, what'm I doing wrong, and how do I fix all this nonsense?

 

Any and all help is appreciated. :smile:

Edited by AncientGamer65
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This mod your activating. Is it needed for any of your other mods? Because that can be an issue at times with some mods. For example I wanted to play the inheritance mod but had not activated the someguyseries. Simple I know but still might be the issue your having.

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Well, for example, one of them is a grenade launcher mod. I don't want to name it for fear of causing some to think the mod itself is bad, or I'm pissing on it, because it's not and I'm not. But just a simple grenade launcher mod...disable it, and I get a CTD, enable it and the game runs fine. :/ I'm sure my game ran OK before I got this mod, so what the heck? I'm sure this weapon wasn't essential to complete a quest of any kind as it's an independant mod. :/ I'm not sure if the mod has an ESP and an ESM both...that might be a good part of it....thanks, I'll check into that. :)

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