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Everythings goin bad


JamesIsAwesome

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I'll just try to keep this as short as i can. I used to mod oldrim, it was easy, only snags i hit were mods that required DLC and the game would crash right before the option to load files came up on startup, I'm sure you're familiar. I got SSE fairly recently played through vanilla and wanted to start modding. RN im on nexus mod manger community edition (0.70. :cool:. I'm pretty familiar with the normal NMM and it doesnt look like there are many differences between that and this so i feel like my knowledge should translate.

Issues I have had are SKSE keeps refusing to load for certain mods (JSwords, Alternate Start, Apocalypse, Immersive Patrols, and more) these are all mods I am either familiar with or are very popular so I don't see it being a problem with the mods themselves. Now when i say refuses to run I mean I don't even get to the initial load screen before a crash like it did in oldrim, it just displays a black box and doesn't open.

Oh and lastly SkyUI gives me that error when i activate it where it says "an exception occurred in the script." This is a common error usually requiring you to just check unchecked shell extensions, which I did no no avail.

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If i run SKSE without mods or exclusively with the mods that work, I am able to check the SKSE version. And I am aware that some of the mods that are not working are fairly large, but that doesn't appear to be the issue because mods that are working are things along the lines of SMIM, OBIS, and Perkus Maximus

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