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Trying to launch CK from within MO2 (to fix missing calves problem)


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Posted

As the title says, I'm trying to launch the Creation Kit from within Mod Organizer 2, but after installing it (the same way Bodyslide, SKSE and all the rest of the tools are installed) I just get the message "Application load error V00000065432".  I've read that overwriting the Steam AppID with 202480 in the Modify Executables pane fixes it, but it did not fix it for me.  I've also read that restarting Steam fixes it--again that does not appear to work for me.

 

The REAL problem I'm trying to solve is that there is a known issue with The Book of UUNP armor where female mages are missing their calves.  In order to fix this I need to open the Book of UUNP Iron and Steel.esp in CK and fiddle with a couple simple things.  But now CK refuses to open from within MO2 and I'm unsure how to open the esp file otherwise to fix it since running CK out of MO2 doesn't detect the mods.

 

Any workarounds would be appreciated.  Thanks!

 

 

Posted
1 hour ago, docsteel said:

I need to open the Book of UUNP Iron and Steel.esp in CK

 

xEdit does this just fine.  Find the relevant ARMA record and untick anything that isn't slot 32.

Posted
7 hours ago, Seijin8 said:

 

xEdit does this just fine.  Find the relevant ARMA record and untick anything that isn't slot 32.

 

Two problems.  One, I don't know exactly which record it is by name or by the form ID so I can't narrow it down to the two items I need (there were step-by-step instructions for changing it in CK that don't translate exactly to xEdit).  Second, I've read that for some reason changing this in xEdit does not fix the issue but changing it in CK does.  Granted this is one user comment I read out of what little I've been able to find about it, but there you are.  It appears to be a known bug with the pack dating back four years now but nobody is inclined to fix it or release a patched file.

 

I'll just make a backup of the file and try to learn on the fly.  Oh, also, it has nothing to do with slot 32.  It's the fact that the boots take up both slots 37 and 38 (perhaps there were supposed to be textured straps on the calves but they were never included) and the solution is to go in and remove the checks for 38 (calves).

Posted
9 hours ago, docsteel said:

One, I don't know exactly which record it is by name or by the form ID

 

Equip it in game, open console, click on your character and type "inv".  The name and formID for everything you have in inventory will be shown on console.

 

9 hours ago, docsteel said:

(there were step-by-step instructions for changing it in CK that don't translate exactly to xEdit

 

Srsly?  This isn't rocket surgery.

 

9 hours ago, docsteel said:

Second, I've read that for some reason changing this in xEdit does not fix the issue but changing it in CK does.

 

Wherever you read that can be safely ignored as a great source of disinformation.

 

9 hours ago, docsteel said:

It appears to be a known bug with the pack dating back four years now but nobody is inclined to fix it

 

Because if you were to try and "fix" that pack, there wouldn't be anything left.  Sure it looks good, but it is about as poorly constructed as a mod can be.  I use it and regularly run into problems that need sorting out.  Between esp and mesh edits, I've been at it for years, but then I'm apparently a masochist.

 

9 hours ago, docsteel said:

Oh, also, it has nothing to do with slot 32.  It's the fact that the boots take up both slots 37 and 38 (perhaps there were supposed to be textured straps on the calves but they were never included) and the solution is to go in and remove the checks for 38 (calves).

 

Most boots in Skyrim take slots 37 and 38.  The boots likely aren't the issue.  If the calves are disappearing, it is because the armor is sharing slot 38 (also common in vanilla armors), but the mesh hasn't been partitioned correctly (a common issue with The Book of UUNP), or they share priority values for the armor (again, typical of Book of UUNP).  You can usually solve it by chaging the slot mask for the body to 32.  If that fails, then adjust the priority.  If that fails, then look at the boots.  Fixing the boots fixes this single "outfit" arrangement and has to be done again with the next set of boots, etc.

 

When it comes to slots/masking, check the blog in my sig for details.

Posted
3 hours ago, Seijin8 said:

 

Equip it in game, open console, click on your character and type "inv".  The name and formID for everything you have in inventory will be shown on console.

 

 

I didn't have the boots.  It's something I saw happening on an NPC.

 

3 hours ago, Seijin8 said:

Srsly?  This isn't rocket surgery.

 

Not everyone's been at the modding game for ages and has experience with these types of programs.  Your snide remark is noted.

 

3 hours ago, Seijin8 said:

Because if you were to try and "fix" that pack, there wouldn't be anything left.  Sure it looks good, but it is about as poorly constructed as a mod can be.  I use it and regularly run into problems that need sorting out.  Between esp and mesh edits, I've been at it for years, but then I'm apparently a masochist.

 

First real issue I've run into with it, but okay.  If I run into another I'll be sure not to bother bringing it up if it's a sore spot for people.  I've not read many negative comments about it apart from your own.

 

3 hours ago, Seijin8 said:

Most boots in Skyrim take slots 37 and 38.  The boots likely aren't the issue.  If the calves are disappearing, it is because the armor is sharing slot 38 (also common in vanilla armors), but the mesh hasn't been partitioned correctly (a common issue with The Book of UUNP), or they share priority values for the armor (again, typical of Book of UUNP).  You can usually solve it by chaging the slot mask for the body to 32.  If that fails, then adjust the priority.  If that fails, then look at the boots.  Fixing the boots fixes this single "outfit" arrangement and has to be done again with the next set of boots, etc.

 

I managed after my previous post to dive into xEdit and muddle my way through until I figured out how to make the change I outlined previously which instantly fixed the issue.  I haven't come across any other problems with any other boots yet, but if I do at least now I know how to fix it quickly...but probably not how you described because I don't understand exactly what you meant or in what context (yet).  As previously mentioned, not everyone has the breadth of knowledge of modding that seasoned vets do, so what you might consider to be an "easy/better fix" is still an alien language to the uninitiated/inexperienced.  What is the "slot mask"?  Where would I change it?  The same place in xEdit as I did the other fix?  Adjust the priority in relation to what?  The plugin load order?  MCM?  Aside from running the xEditQAC to cleanup various plugins after my clean install I have very little knowledge of the program so I'm in the process of learning.  I'm very good at following instructions--but not if I'm not familiar with the language/syntax.

 

I appreciate the time you spent responding.  I realize you're probably used to dealing with people who have a more solid base of modding familiarity so my questions probably seem eye-rollingly basic, but I haven't been elbow-deep in code in over 25 years.  I'm going to need a minute to catch up.  Thanks anyway.

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