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Workshop Menu Opens and then Immediately Closes


pahnkayks

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Cheat Terminal makes Easy Hacking redundant, since it has an option for that, and easy lockpicking in it.

Faster Terminal Displays is kinda redunant, since you can make it load the whole text in vanilla, by hitting the same key that you used to open the terminal. Sorry, I've never used keyboard with this game, it's always been with a controller, which is the A) Button for me.

 

Not sure what companionhaircut.esp is. Sounds like it would let you change the hairstyle of the companion, or give them other haircuts, which if so, you can do with looksmenu and SLM <companion itemID#> in the console.

 

If you know how, Vault88Candidates and Vault88OverseerHuman you can safely combine. Those are only NP character presets. (Gamewinner will disagree with that, I'm sorry. Those two I see no harm in, or I wouldnt have mentioned it.)

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@OP

 

install your mods based on this below: this is my own load order installation steps, which i have never had issues with.

 

Load Order installation

 

=================
Low Priority Mods
=================
1.Master Files
2. Faction and Ai Overhauls
3. New Landmasses
4. New Factions
5. Bug Fixes
6. Settlement Building Mods
7. Gameplay Changes and Tweaks
8. New Companion Mods
9. NPC and Companion Changes
10. Radio and Audio Mods
11. Visual, Texture and Atmopehric mods
12. Animation Mods
====================
Medium Priority Mods
====================
13. Weather and Lighting Mods
14. Vanilla Settlement Changes mods
15. Sorting Mods
16. Hud and Defui Mods
17. Character models and Ehancement mods
18. Pip boy and Map Mods
19. New Weapons, armor and clothing mods - not craftable
==================
High Priority Mods
==================
20. Armor, Clothing and Weapons mods that are Craftable - (Chemistry Lab, Armosmith Workbench)
21. All other Chemistry Lab Recipes
22. New Settlements Changes, and New Player Homes
23. Quest Mods
24. Weapon and Armor Modification mods - such as Armorsmith Extended
=====================
Maximum Priority Mods
=====================
25. Alternate Start Mods

Note: Install mods in that order
Note: All number indicate higher priority then the previous number
Note: Master Files = Framework mods such as AWKCR, Workshop Menu Management, and F4SE Mods that only Consist of F4SE Plugins (Basically F4SE Mods that do not Include ESP or ESM files)

Edited by G4M3W1NN3R
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Well I'm not sure which mod(s) it was that caused the issue, because I was a dingus and didn't think to keep a list of the mods that I deleted, but all of the mods that I wanted to keep are active, and my workshop is currently still working... and on an unrelated side note, my game seems to load faster now too.

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HAHAHA, well, if you want to look back on it, your load order is posted in post #5, on the first page of this thread ;)

 

Good to hear that you've got her running again. Fewer mods, less to load. Fewer mods with scripts, less work for your computer :)

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HAHAHA, well, if you want to look back on it, your load order is posted in post #5, on the first page of this thread :wink:

 

Good to hear that you've got her running again. Fewer mods, less to load. Fewer mods with scripts, less work for your computer :smile:

I looked at it, and tried to compare it to my current load order, but there's too many mods in each list, and I didn't care enough to try and figure it out tonight.

 

Edit: Nvm, went ahead and went through the two lists. I deleted a bunch of clothing and armor mods, the Ivy companion, concealed armor (which turns out, had both an esp and an esm?(dunno if thats normal)), Depravity (DLC sized quest mod IIRC), whatever mod was companionhaircut.esp (no clue what mod that was), and then I had about 13 pipboy, power armor, and weapon skins that were free in the creation club that I forgot to re-download. (would those be the culprit? Bethesda does make and release buggy stuff...)

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