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{Solved}Just downloaded around 30 mods for LL related things and now my game refuses to start


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Posted

So I just downloaded a ton of now mods, I started with just putting them into vortex as the zip, it was working fine until I finally got to the point of being able to hit play without a notification popping up, and it turns out that now SSE refuses to launch, I removed them from vortex and started clean with my install, then did everything again but with the manual way of installing all the LL mods, still, has the same problem, I thought it was a problem with 3 mods having 3 different meta.ini files, quickly found out that it was just an artifact from git, so I deleted them, didn't fix it, so now I'm stumped. I'm confident I installed everything right, however when I temporarily disabled the mods when they were on vortex the game worked fine, so far the only mod that actually is working that I don't have to disable is SOS.

 

 

Image is of my Skyrim directory

Capture.PNG

Posted

I hate to say it, but I think you'd be better off with a fresh install and starting up every 5 mods installed with Vortex or something like that. In any case, this is most likely a missing masters problem. Can't spot anything right off the bat, but I'll keep looking.

 

Edit: Other than SL Aroused and FG Aroused conflicting, I can't find anything, but I'm also unfamiliar with a few of the abbreviated mod names. On the other hand, I don't install mods manually so I don't know how load order is handled with that. Someone else get in here and help this poor soul before they have to do something drastic. 

Posted

First, a list of the mods you want to use could help a lot to recognize a missing masters problem.

Second, manual installation, at least imho, is the worst way of installing mods. I suggest using Vortex or MO2 as you never would be able to backtrack which mod provided which file manually.

Third, another clue could be the exact point, WHEN the CTD happens. Is it before the main menu, it could be that you forgot a requirement. Ater main menu, before load screen, it could be a wrong SKSE plugin (I think).

And last but not least, at least when you didn't use way outdated or buggy mods (or unconverted Oldrim mods), it's most probably a wrong installation, even though you may be confident (and I hate to have to tell that).

 

And yes, I have to go with Badger and suggest that you totally wipe your Skyrim installation and start from a clean installation.

And then don't install anything directly if you don't know what you do. I normally go fine when I put several mods in special categories for myself (like audiovisual enhancements, mosty texture or mesh mods without plugins; vanilla gameplay changes, like AI overhaul; body enhancements, like SOS, CBBE, XPMSSE; ...) and then only install and test one category at a time.

So when you're sure that no texture causes the CTD, go on to gameplay changes. If that runs, alter the bodies and animations. After this set up the base adult mods. And in the end put your adult gameplay changers in. This would be may way to go, maybe it helps

 

Oh, and ALWAYS read the mod description, as there are tips, requirements, incompatibilities, ...

Posted
2 hours ago, Mister X said:

And yes, I have to go with Badger and suggest that you totally wipe your Skyrim installation and start from a clean installation.

And I agree with Badger and Mister X but first do some reading or watching on how to mod Skyrim.

Posted
3 hours ago, Mister X said:

Second, manual installation, at least imho, is the worst way of installing mods. I suggest using Vortex or MO2 as you never would be able to backtrack which mod provided which file manually.

Not true I have always done a manual install. I keep all my mod zips on a thumb drive after they have been installed (I used to keep them on the computer that was bad as they ate up hard-drive space and got lost if the PC crashed). So while uninstalling is a pain it is quite possible, just open the zip and manually delete the corresponding files from your Skyrim data file.

 

However I do agree that installing a boatload of mods in one go is just asking for trouble.

Posted

Install NMM community edition. Just load it up and select the plugin list. anything red means you have something missing.

 

install the missing mods.

Posted
21 minutes ago, wokking56 said:

Not true I have always done a manual install. I keep all my mod zips on a thumb drive after they have been installed (I used to keep them on the computer that was bad as they ate up hard-drive space and got lost if the PC crashed). So while uninstalling is a pain it is quite possible, just open the zip and manually delete the corresponding files from your Skyrim data file.

 

However I do agree that installing a boatload of mods in one go is just asking for trouble.

And how do you know that a file is from that zip and hasn't been overwritten by another mod? That's the problem I see.

Posted

You can get this info by installing SSEEdit also. Install it and fire it up. It won't allow to select plugins which have masters missing. Click on the + sign on such plugins and it will show the needed masters.

Posted
3 minutes ago, Mister X said:

And how do you know that a file is from that zip and hasn't been overwritten by another mod? That's the problem I see.

One has to keep notes on Confirmation popups when using Windows Copy. Which a mod manager automatically does. Well ... whatever floats you boat ... in this case lol

Posted
18 minutes ago, Mister X said:

And how do you know that a file is from that zip and hasn't been overwritten by another mod? That's the problem I see.

I'm with you on this. Wokking's method: 'I prefer manual installs. I jump through the following hoops to achieve it'. Letting Mod B overwrite Mod A and then removing Mod B will not get Mod A back.

Posted

Mod Manager 2 is an excellent choice as well.  I used to also manually install mods.  Of course, I had the back ground knowledge that I picked what I wanted out of mods and made my own compilations.  That takes a wealth of both knowledge and time.  I tried out MO 2 for the first time recently and was pleasantly surprised at how easy it is to install and use.  It also shows you what mod is overwriting what other mod, without actually over writing things physically (each mod is contained in its own mod folder).  Mod order allows you to chose which "wins".  It can connect to the nexus to update mods (if you want that feature) and has tools such as FNIS and LOOT built in.  There are also a shit ton of video's on how to do pretty much anything.

 

Having said all of that, it is unwise to install more than 5 mods at a time (1 if it is a major overhaul).  You need to get in the habit of reading everything you can on a mod, then installing it, then testing to see if you properly install it and its requirements.  Sometimes this can be a real bear.  This mod requires that, that requires 3 other things and so on until you've installed 10 mods just to make the first one work.  Start a new game after installing a few mods, run around and see if things work.  It sucks, but it beats the situation you have right now.

 

Cheers.

Posted

So I'm starting from scratch and decided to use vortex, I got to the point where I can put on SLFramework but when I put it in and it installed it it now has the .7z at the end and doesn't show the category info, is this normal? cause like 10 other mods also do this and said nothing about how to install them, so I'm installing them like any other mod

 

 

Nothing has been over written so far, and in the picture that is all the mods I currently have installed

 

Edit: It seems to be working and the game detects it in the load order so ig it's alright?

Capture.PNG

Posted
7 hours ago, Mister X said:

And how do you know that a file is from that zip and hasn't been overwritten by another mod? That's the problem I see.

I get that this could be a problem but I haven't had any trouble yet. Any file that might be used/overwritten by another mod is noted and then reinstalled from the other mod. For instance a mesh/texture or maybe some physics, however up to this point any script I have had to remove has been totally for the BAD MOD in question.

 

Can you be certain vortex or mod manager doesn't remove shared assets from time to time.

Posted
1 hour ago, DNAJacklyn said:

So I'm starting from scratch and decided to use vortex, I got to the point where I can put on SLFramework but when I put it in and it installed it it now has the .7z at the end and doesn't show the category info, is this normal?

Yeah, it's normal. Just due to the fact that Vortex is made to be used with the Nexus, it doesn't always know how to label things that are only found on LoversLab.

Posted

.7z (Seven zip) is pretty much the standard when it comes to the compressed files used for mods in SE.

 

Unfortunately, when  installing from a local folder, you don't get some of the additional info in your line item as you would from a nexus install, since nexus provides that (flags for overwriting when updated, checking for an update version, the category, etc), which are all prescribed via Nexus mod listings' database information, and which (afaik) doesn't exist in a local file...

 

However, you can populate or edit some of the fields manually after the fact, including the "category". The mod title text can be edited, if seeing blahblahblah.7z  instead of blahblahblah annoys you. (or if it's otherwise confusing, like "BDIC" or "DW" was for me for quite a while) ... or even if you wanted to get clever and group all the LL sourced mods by prepending something like "LL-STUFF" to each associated mod name

(ex: LL-STUFF Bad Dog's Immersive Creatures)

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