- 0
Specific Plugin Breaks FNV and GECK Launch Through MO, Except Not Really
-
Similar Content
-
xLODGen - Terrain LOD beta 110 for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL, ENDERALSE 1 2 3 4 133
By sheson,
- 1,987 replies
- 2,336,689 views
-
- 0 replies
- 612 views
-
FalloutNV:Fallout 3 Weapons Iron Sight Modders Resource by LORD DARIUS, Jtrainz
By Majorman,
- ACCEPTED
- 04-foundation
- (and 3 more)
- 0 replies
- 524 views
-
-
Recently Browsing 0 members
- No registered users viewing this page.
Question
BAPACop
If I try to launch the GECK through MO with mods active in the load order, it crashes. I haven't bothered to troubleshoot it since the GECK works just fine if no mods are set to load, but it's bizarre since the GECK should only care about the order the mods are in, not whether or not they're active. I've had a similar issue launching FNV itself, but I narrowed it down to JIP Companions Command & Control. If that mod is set to active in the load order FNV will close itself immediately after launching. However, if I uncheck it from the load order and instead check a dummy plugin with C&C as a master, FNV loads up fine and C&C is loaded since the dummy plugin forces it on even though it's not in the load order. So it can be present and loaded into the game, it just can't be in the active load order for some reason?
Link to comment
Share on other sites
1 answer to this question
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now