Guest Posted June 11, 2014 Posted June 11, 2014 I am trying my hand at modding, but I don't seem able to make Creation Kit work with Mod Organizer. I point MO to the exe just like with SKSE and BOSS, but it doesn't recognize my mods. What would I have to do in order to make this work? Is there any alternative to MO that will allow me to use mods like Sexlab as masters for my mod without installing them into my game directory?
Shadowhawk827 Posted June 11, 2014 Posted June 11, 2014 That's all I have to do for it to work for me. Very strange. Once you figure out what the issue is though, getting your mods to work / load is just a matter of making sure they're checked off on the load list, then they'll show in the CK list also.
Guest Posted June 12, 2014 Posted June 12, 2014 The problem seems to be with scripting. CK is saving papyrus scripts to the default directory but then looking for them in the virtual directory (I think) so it's not finding them. Compilation always fails.
Heromaster Posted June 12, 2014 Posted June 12, 2014 I had to fight the same problems you have with MO. I finally found a workaround to that. Install your mod as if it would be a regular mod in MO Copy the complete directory 'Scripts' from your Skyrim installation into your mod directory Delete or rename the entire 'Scripts' directory in your Skyrim installation. Now make a symlink which points to the 'Scripts' folder in your mod directory (cmd console with admin rights --> 'mklink /D <FromDirPath> <ToDirPath>' Also do a symlink in MO's 'overwrite' directoy to your mod 'Scripts' directory (If you want repeat it for 'DialogueViews' directory) Copy all necessary source scripts like SexLab, SkyUI and SKSE into your mod's 'Scripts/Source' directory Enjoy Only thing which is still disturbing and where I did not found a way to workaround is, that the *.esp will be saved in the overwrite folder. I'm working on a solution. But with the steps above I finally fixed the problems I had with MO and CK. Hope that helps Edit: Btw: Another point you need to remember is to rename the overwrite folder everytime you want to play on your normal gameprofile. Sucks but until MO fixes that issue with the CK you have to make a compromise. I posted a solution a while ago here. I hope it will help you.
Guest Posted June 13, 2014 Posted June 13, 2014 I had to fight the same problems you have with MO. I finally found a workaround to that. Install your mod as if it would be a regular mod in MO Copy the complete directory 'Scripts' from your Skyrim installation into your mod directory Delete or rename the entire 'Scripts' directory in your Skyrim installation. Now make a symlink which points to the 'Scripts' folder in your mod directory (cmd console with admin rights --> 'mklink /D <FromDirPath> <ToDirPath>' Also do a symlink in MO's 'overwrite' directoy to your mod 'Scripts' directory (If you want repeat it for 'DialogueViews' directory) Copy all necessary source scripts like SexLab, SkyUI and SKSE into your mod's 'Scripts/Source' directory Enjoy Only thing which is still disturbing and where I did not found a way to workaround is, that the *.esp will be saved in the overwrite folder. I'm working on a solution. But with the steps above I finally fixed the problems I had with MO and CK. Hope that helps Edit: Btw: Another point you need to remember is to rename the overwrite folder everytime you want to play on your normal gameprofile. Sucks but until MO fixes that issue with the CK you have to make a compromise. I posted a solution a while ago here. I hope it will help you. Thanks. This does help in the sense that it confirms for me that installing and uninstalling the mods using NMM every time I want to work on my mod will be easier than using MO
Recommended Posts
Archived
This topic is now archived and is closed to further replies.