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[LE] How Do I Make Modder's Resources Work with The Creation Kit While Running It Through Mod Organizer


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I run the Skyrim CK through Mod Organizer 2, but whenever I load up an additional mod in the CK, all the assets appear as big red exclamation marks. Does anyone know how to fix this without having to put all the mods I want to use into the Skyrim Data folder?

Edited by AxelofAtheara
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In order to use/see those objects in CK you need to unpack/extract the bsa, you are seeing "red exclamation marks" because CK can not read the assets directly from the bsa.

As for running anything from "Mod Organizer 2", i have no idea, i don't use it and i do things the old fashion way, is easier for me to keep track of things.

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Download it manually .. or as long as the resources.bsa(s) and resources (folder(s)) are in Skyrims Data folder. Then when loading the CK, check your mod as the Active Mod and also check the resources.bsa(s) you wish to use.
When you save your mod it will then always include the resources.bsa(s) on loadup. If you make a .bsa for your mod it will include all the resources files you used from the resources loose files.
(or you could use the loose files with no .bsa for your mod. you could even do a mix of the two)

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I'm not sure I'm getting what you guys are referring to. Here's an example of what I want to do: I'd like to use the resources from the mod "Exchange Currency" and add some paper money to a pile of gold I have in my house. I activated this mod like you do Skyrim ESM, Dawnguard, etc. and set my house mod as the active file. when I go into the vanilla and DLC assets, those work fine, but when I go into the folder with the Exchange Currency assets, they all appear as the big red exclamation marks. I don't really understand what ANative meant when he said "Open the editor .ini and add the respective .bsa to SResourceArchiveList2." Are you saying do the same thing as if I were fixing the DLC bug that the CK has after a fresh install?

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That's exactly what I do (I also use ModOrganizer2 for everything):

add the filenames of the .bsa files that you want to use in the ini file, like you said.

I never had any problems with anything like this.

But most of the time I extract the resource files so I can modify the textures and models to what I need ....

Edited by YouDoNotKnowMyName
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