Jenny_Summers Posted February 24, 2024 Posted February 24, 2024 I have made some simple mods in the past. To do that, I would: open CK via MO2 make and save the mod close CK open the game via MO2 see if the mod was working close the game open CK via MO2 to fix problems repeat the process as needed Is there a better way to do this? All that closing and opening of CK and the game takes a long time.
Alessia Wellington Posted February 24, 2024 Posted February 24, 2024 For mod editing, use TES5Edit. It's much faster than the CK and shows you mod conflicts.
Kastagir Posted February 24, 2024 Posted February 24, 2024 (edited) If you're adding or changing forms in the plugin then no, there is no easier way. You can't save changes to a plugin that is locked by another process. If the game is loaded, the plugin can't be updated. Similarly, if you have the plugin open in TES5Edit you can't save it in the CK. Knowing this should motivate you to establish a checklist of things to check and fix before saving the mod in the CK and checking it in-game, limiting the number of times you have to load the CK. The info you provided about "via MO2" is irrelevant to this process. In fact, there are things you can edit while the game is running (e.g. meshes) but not if you're using MO2 since it uses overrides and doesn't monitor the game's data folders for updated files. If you were just updating meshes you'd still have to close the game and load those updated meshes as a mod in MO2. One of several reasons I don't use MO2. Edited February 24, 2024 by Kastagir
Vader666 Posted February 24, 2024 Posted February 24, 2024 2 hours ago, Jenny_Summers said: make and save the mod close CK open the game via MO2 Don't close CK, unlock MO and start the game while CK is still running. Saves a little bit of time of CK loading.
Jenny_Summers Posted February 25, 2024 Author Posted February 25, 2024 That's an idea. I'll give it a try next time I do something with the CK. Do you know why they put that lock feature in MO in the first place?
Vader666 Posted February 25, 2024 Posted February 25, 2024 15 hours ago, Jenny_Summers said: Do you know why they put that lock feature in MO in the first place? No. If i had to guess, probabbly to prevent people from doing something stupid.
Jenny_Summers Posted March 3, 2024 Author Posted March 3, 2024 On 2/24/2024 at 5:24 PM, Vader666 said: Don't close CK, unlock MO and start the game while CK is still running. Saves a little bit of time of CK loading. I've been using your suggestion. Works great. Thanks!
Varithina Posted March 3, 2024 Posted March 3, 2024 On 2/25/2024 at 6:34 PM, Vader666 said: No. If i had to guess, probabbly to prevent people from doing something stupid. Probably to stop the virtual file system being modified while the game is running.
pulledpork Posted March 4, 2024 Posted March 4, 2024 and there are no problems in the game? i had a big one the other day, that's why i asked, then i know where to start looking for the error
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