cardamom Posted August 12, 2018 Share Posted August 12, 2018 (edited) hi do i really have to double click on every one of my 245 esps to get them to all load in the creation kit? i'm great with keyboard shortcuts and workarounds but im utterly clueless. seems like the CK was built to make it so you specifically have to double click on every single esp in order to activate them all. please help googling just brings up pages of people recommending bAllowMultipleMasterLoads=1like thanks but i want to open hundreds of ESPs and it's un-google-able because of all the hype around a simple ini change. The CK is also breaking my macro recorder so I can't make a macro that clicks in the CK. it's like they specifically designed esp loading to be as anti-user friendly as possibleI'm trying to generate new precombined for my huge mod build that I've created but it's just like "derp you gotta select it all 1by1" this can't be reality. Edited August 12, 2018 by cardamom Link to comment Share on other sites More sharing options...
HadToRegister Posted August 12, 2018 Share Posted August 12, 2018 The only thing I can think of that sounds remotely hopeful is the section from the CreationKitPrefs.ini sUserPlugin=bLoadTheUserPlugin=0 where, (if allowed), you could put a list of the mods (sUserPlugin=a.esp, b.esp, c.esp etc...with bLoadTheUserPlugin=1 It's a longshot, other than that, is that something that can be done with FO4Edit? or MatorSmash, or MergePlugins? Link to comment Share on other sites More sharing options...
JonathanOstrus Posted August 27, 2018 Share Posted August 27, 2018 The short... you have to check them one at a time. Though trying to load that much may cause issue in its own. Why would you ever want / need to load every mod into ck at once? Link to comment Share on other sites More sharing options...
Evangela Posted August 27, 2018 Share Posted August 27, 2018 I'm just thinking that the CK wont even bother and just crash mid way probably. Link to comment Share on other sites More sharing options...
payl0ad Posted August 27, 2018 Share Posted August 27, 2018 The CK is not designed to work on more than one plugin at a time. There is no way to open more than one ESP file with it. Link to comment Share on other sites More sharing options...
Hoamaii Posted August 28, 2018 Share Posted August 28, 2018 My experience is you can open several .esp in the CK (I often loaded up to 10 in Skyrim's CK and 4 or 5 in Fallout4's CK) but only if you're 100% sure there is no conflict at all between them - that's why Xedit is such a precious tool to use alongside the CK. You can probably open a few more than that in the same time, but several hundreds? It'd very likely crash for lack of memory. Link to comment Share on other sites More sharing options...
SKKmods Posted August 28, 2018 Share Posted August 28, 2018 I tend to use the CK rather than xEdit to copy items between ESPs, but only 2 at a time. If you open two versions of the same ESP, CK will automagically append DUPLICATE to the lower order form names. Never saved so don't know if that change would be persistent though. Link to comment Share on other sites More sharing options...
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