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A small request for all Skyrim modders...


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Posted

For those of you who have enough technical prowess to make this happen (and assuming such a thing applies to your mod), could you PLEASE make it so you have to enable/install your mod manually instead of having it automatically initialize its entire system at the start? This creates glaring problems such as the fact that if you have not even that many but a significant amount of script heavy mods, every single one of these mods that do struggle against eachother when you first boot up a new game, possibly creating tons of problems, one of them being it so sometimes mods actually fail to install themselves (this a known problem specially with certain heavier sexlab plugins), if not just outright CTD your game. Normally, this wouldn't be a huge issue, but there are those of us who do the "load a new game first/coc qasmoke before actually loading our most recent save" trick, and this can be very annoying. The great majority of my CTDs are from this, and I'm sure lots of people experience the same problems.

Posted

1.) Download this http://www.nexusmods.com/skyrim/mods/85443/? its an skse plugin that fixes the crashing when loading old saves, so you don't need to do that load new save then load old save trick.

 

2.) While I agree it would be nice to have an option the "start mod" button as I read that starting a new save with a multitude of mods could possibly cause issues with so many mods registering at once, I think it should really be on the User not the author to make sure that doesn't happen

 

My suggestion is start a new game with mods you know you're going to keep in your load order and mods that get infrequent updates or non at all. Start that save and set up every MCM option to your preference and save your game naming it something like "START SAVE". Now when it comes time for you to start a new game with new mods and newly updated mods you'll have a save you can easily load the other half of your load order onto without causing these issues and will save you alot of time setting up MCM settings.

Posted

I run into this situation enough and honestly if you use loot I would then do a check master list update, sort, run FNIS, start new game once done wait about 5 minutes real life to make sure its all loaded. If it Fails I usually disable all mods and re-enable on at a time, start up new game, if it loads no CTD with STD's hehehehe then your good. You probably already know this. But yea I am not confident any of the authors will do this as it stands with current work loads on making mods its already time consuming as is, adding with that error correction bug testing and ETC. But it definitely would be nice, Casue I mess up alot when I edit my own created personal mods and forget to clean out dirty edits, duplicate script commands, and mess up installing soolies spears which yea.I hope my suggestion helps :)

Posted

It's not very reasonable to expect every mod author to add a "start mod here" button.  In fact, it would be pointless for quite a few mods, (such as my City Bondage mod, Deviously Cursed Loot, etc.), which rely on event triggers rather than background OnUpdate() scripting.  These mods don't generate a heavy script load when first initialized, and don't do any heavy lifting until properly triggered by the player's actions in the world.

Posted

I do like the way Sexlab, Defeat and many others don't fully install until you go to the MCM and activate them. There's no need for most mods to be running until the chargen quests are over with.

 

You should see the problems caused by Fallout 4 mods that add things to inventory, which then get lost because you don't have a way to access your inventory at the beginning of a new game.

Posted

This creates glaring problems such as the fact that if you have not even that many but a significant amount of script heavy mods, every single one of these mods that do struggle against eachother when you first boot up a new game, possibly creating tons of problems, one of them being it so sometimes mods actually fail to install themselves (this a known problem specially with certain heavier sexlab plugins), if not just outright CTD your game.

 

they made alternate start because they gave up fixing that mess...

 

click on new game with poser activated

poser have hundreds of quests at priority 90 (or 95 or don't remember)

it's more than enought to have problems

 

horse turn, game is busy with poser quests initialising, helgen stuff wait too much to make the carriage turn

horse going in one direction and carriage in another, surprise

you somehow get to the door, carriage in front of you don't stop and crash into it, or you crash into the carriage

lot of choices

additional spawn mod make some wolf go for advar, he is too weak to kill them fast enought, he isn't there to tell you it's time to cut off your head if he is still busy with the wolfs

 

 

the "fix" is to give helgen quest priority 100 (faster than looking for stuff that have highter priority than helgen quest)

 

 

the crash when you load a save from main menu, it's the same

 

some mods have highter priority than the stuff they need to run

game won't be able to load that mod stuff that need the stuff that isn't load yet

that's a ctd (load the game without a master, you will ctd, try to equip a tbp armor without tbbp skeleton, ctd)

 

coc qasmoke, it's the same as clicking on new game

game load its stuff, then initialise your load order

and you are able to load your save

that mod stuff will still be load before the stuff it need to run, but that stuff is already in your ram, that's all the game need to run that mod

 

the fix is to give priority 99 to the stuff those mods need, if someone can find what it is (there's no error message with those ctd, better give up and just coc qasmoke)

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