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SKSE crashes when I open it in MO


jtraider7239

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try running TES5Edit through MO , with all plugins active

That is not recommended to do.

 

Also, read this post as I find it very interesting.

 

 

the idea behind running TES5Edit was just so it would give an error message if there is a master missing (because going through 200+ plugins to figure out a load order is a pain)

 

may I ask why you consider MO to be such a problem? I've used several games with MO 1 & 2 , and it was mostly working wonderful

I've only used Wrye Bash once , for Oblivion , and while it is a rather useful and comfortable program , I would still use MO if I could

 

as to the OP , I really doubt this guide is worth following

200+ plugins just spells trouble , and I doubt anyone can verify this actually works properly

either find a simpler guide , or start smaller and test your way up to a working game (installing 300 mods and only testing at the end will lead to major issues most of the time . if you have to use this guide , just install several mods , test that it works , and carry on like that)

I know it's a PITA but sometimes it is a necessary thing to do in order to get a modded game to be stable.

 

Also, no one are forced to load all plugins in xEdit, because I know one can select a couple of the mods just to see if there is a conflict or not.

 

How to do that is quite simple, just launch xEdit then right click on the Skyrim.esm in the plugin list and select "Select none" and only select those plugins a user wanted to load in xEdit.

 

 

Why I consider MO to be such a problem is due to the usage of the virtual file system, which I think is not needed and Wrye Bash keeps track for all installed mods without using a virtual file system.

 

 

I concur about your advice to the OP. :yes:

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