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Weapons and Armor Fixes Remade is broken it causes ctd and someone needs to fix it both authors refuse to acknowledge the issue


skannerz22

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i was getting ctd after bethesda logo and i wasn't alone

disabled all mods

renabled mods painfully slowly relaunching each time making sure the game launched and to see which mods caused ctd i was reenabling via each nnm category

there was 3 mods though out of those 3 i had found Weapons and Armor Fixes Remade was one of them

this was before i had even created any save file in skyrim i was starting completely fresh though thanks to Weapons and Armor Fixes Remade i was unable to even get into the game

 

days later i decided to find the mods that caused the problem and send a bug report

 

but as clear as day one of the authors denied there being anything wrong with the mod and started to brag about their endorsements

and someone else also joined in and explained in more detail they were also getting ctd from Weapons and Armor Fixes Remade

a second author came and they didn't seem to understand the issue and gave some wrong advice then blocked me from their mod

 

the point of this topic is be careful people this mod has something wrong with it and has a chance to cause ctd

 

also each of the 3 mods were individually enabled at different times causing their own seperate ctd it was not 1 ctd event it was 3 seperate ctd events caused specifically by the mods that i have gotten rid of now

ImLmNBy.jpg

Edited by skannerz22
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Sounds like it could be an issue with a missing master file for one of the plugins you have installed/enabled. Especially if it crashes before the main menu. For example Weapons and Armor Fixes Remade has lots of patches, and enabling a patch for a mod you do not have can cause the game to crash on launch.

 

Have you checked your load order with something like LOOT (I assume it also checks for missing masters)? Or have you tried loading your whole load order in TES5Edit - to see it if throws an error, not to modify anything, as if you have a missing master, then TES5Edit will stop loading whenever it encounters a plugin with a missing master and it will then report it to the user, it seems. Or if you have a plugin with its master being loaded after that plugin, which is also not something great. If you use Wrye Bash, then the plugins tab of Wrye Bash also has colour-coded icons to the left of the plugin name for each plugin, with red meaning a missing master. I have never used NMM so I have no idea how that one reports missing masters or any other oddities, if it does at all... ?

Edited by Contrathetix
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