Jump to content

Workflow question


Recommended Posts

Posted

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.

 

Posted (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 by Kastagir
Posted
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.

 

Posted
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.

 

Posted
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!

Posted
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.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...