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(SOLVED) "Creation Kit has stopped working" on launch with MO2


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Posted (edited)

Hey guys, me again. This time, the bane of my SSE switch attempt is the Creation Kit. The only time it opens (semi) reliably is when I run it directly from the Skyrim Special Edition installation folder, or (only thanks to CK fixes), from Steam or Mod Organizer 2 with every mod disabled. Without the fixes, it crashes from Steam and unmodded MO2 every single time. The error I'm getting is "Creation Kit 2.0 has Stopped Working", shortly after it tries 'initializing windows'.

 

WITH the Fixes and mods enabled in MO2, it may work, or refuse to start 20+ times then work once, or work a few times then crash once, or refuse to start no matter how many times I try.

 

I thought it was only if there were third party assets active, but I disabled all my mods and re-enabled each one by one, and ones with assets were fine until I activated "Ice Cave Parallax Improved" from the Nexus, which gave me the 'stopped working' error every time I tried to run CK.

 

BUT, if I activate that mod by itself? CK launches fine, every time. I tried a large mod by itself, and that crashed it, but when I put the same mod directly in the Skyrim folder, CK loads fine from there.

 

I've tried the "Overwrite Steam AppID" option in MO2 with the  number 1946180, which didn't help... I've also tried the Unofficial Creation Kit Patch (installed both before CK Fixes and with CK Fixes overwriting its changes), which reverted the CK to the point of crashing through MO2 even with no mods at all. I have multiple masters set to 1 and allow audio set to 0, nothing seems to work.

 

Is there anything I can do to make the CK stable in MO2? CK is version 1.5.73.0, and Skyrim SE is version 1.5.97. Skyrim is not installed on my system drive, and MO2, as well as the CK are set to run as administrator.

 

UPDATE:

I just tried one last thing that I'd never had to worry about with the LE CK... Closing Dxtory. It ran even with 68 active mods...

That's completely bizarre to me, as it runs fine when I bypass Mod Organizer completely, even with Dxtory running.

I'll keep tinkering with it, and if the problem returns (very possible, since it does seem to randomly work once in a while). I'll update here.

Edited by AyamePasse
Posted (edited)

A yes getting CK to work for SE in MO2…

I just remember that it didn’t work until it suddenly did and I am already scared for when I have to move to a new pc.

 

My CK.exe is in my skyrim special edition folder and I can launch it through MO2 without any fixes or addons.

 

Maybe get completely rid of the CK and then reinstalled it?

 

 

Edit:

Just to be sure you are using the correct CK? If I remember correctly there is one CK for LE and one for SE.

 

Edited by noj125
Posted
On 9/27/2022 at 10:42 AM, noj125 said:

A yes getting CK to work for SE in MO2…

I just remember that it didn’t work until it suddenly did and I am already scared for when I have to move to a new pc.

 

My CK.exe is in my skyrim special edition folder and I can launch it through MO2 without any fixes or addons.

 

Maybe get completely rid of the CK and then reinstalled it?

 

 

Edit:

Just to be sure you are using the correct CK? If I remember correctly there is one CK for LE and one for SE.

 

Thank you for the reply. :) Of course, as mentioned in an edit of my original post, I was able to get it working by disabling Dxtory.

 

But while we're here, is it possible to install the wrong version of the CK? Since it's a Steam game/app, I don't think Steam can install the LE CK in your SE game folder, unless the CK can be downloaded outside Steam?

 

Anyway, while I did get the issue fixed so far, thank you for your help!

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