DysphoriaGG7 Posted August 12, 2015 Posted August 12, 2015 A few hours ago I made a thread asking on how to create custom containers( http://www.loverslab.com/topic/51022-help-how-to-link-a-container-to-something/?do=findComment&comment=1280216 ) CPU was kind enough to take some of his time and linked me some tutorials, I followed them and learned a lot of new things. I was able to create a test container and it worked! ( I did it in Carlotta's house in Whiterun (The Container!))so I decided to do it on the actual home that I wanted to have it in, the problem is...I used to use NMM, I recently switched to MO for the different profiles features, anyways I launched the CK from steam, noticed that the mod that I wanted to edit wasn't there ( http://www.nexusmods.com/skyrim/mods/51980/ ) then I remembered MO is "linked" to CK from their client, so I tried launching it from there and I saw all the mods that I had installed on MO were there which were previously not showing when I launched it from Steam.Problem is, when I try to activate skyrim.esm and thornrock.esmI keep getting this errorhttps://gyazo.com/24ea3dbf4455bad8029fdfbf44377adfso technically I can't advance, I'm stuck here... any ideas?
Tepi Posted August 12, 2015 Posted August 12, 2015 In SkyrimEditor.ini (Skyrim folder) under [General] set bAllowMultipleMasterLoads=1
DysphoriaGG7 Posted August 12, 2015 Author Posted August 12, 2015 In SkyrimEditor.ini (Skyrim folder) under [General] set bAllowMultipleMasterLoads=1 It wasn't there, so I added it myself it went past the initial problem, but now a thing saying some files were missing popped up, then shortly after my CK crashes....
DysphoriaGG7 Posted August 12, 2015 Author Posted August 12, 2015 https://gyazo.com/e0878399bf22d94879b77dbf790e96a9
randomtguy Posted August 13, 2015 Posted August 13, 2015 I'm not sure how compatible the CK is with MO. I just had a problem where it would crash every time I compiled a script. I found something that suggest you can't compile scripts through MO, so I had to run it outside of MO, which meant copying my mod's files and the SexLab files (as I was making a SexLab mod) into the data folder, extracting the contents of "scripts.rar", manually installing FNIS and a couple of other things. I didn't get the error from your latest screenshot though.
Dreamweaver Posted August 13, 2015 Posted August 13, 2015 One other thing to add to your SkyrimEditor.ini if you have any of the DLC is this: [Archive]SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa You should have the line already up to Update.bsa. For each of the DLCs you have, add them on to the end of the line in order of release like shown above. Don't add in any you don't have, though.
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