This mod didn't work for me, caused an infinite loading screen but the other mod Faster Vanilla start worked fine. I'm on AE version with a 100 bugfix mods and some vanilla plus game play mods like adamant and it's companion mods from simonmagnus as well as trade and barter and it's companion mods from kryptopyr.
This is usually because the loose script files are loaded but the plugin is not. I'd check if the plugin is enabled. (Or are the script files actually overwritten by something else but the plugin itself is enabled without the files?)
Maybe I should package the files to a .bsa after all, to avoid confusion of order of files over a large mod setup.
On packaging to BSA: I haven't been around enough to get to that yet, and I don't know when I could.
On flagging as ESL: The mod uses a new Cell which by principle makes the mod not eligible as an ESL, but like you said the Cell itself is not referenced by any other part of the game which makes it ultimately harmless. But at the moment, for a public release I'm wary of nebulous states like this, where it is kind of sort of but not really eligible for ESL.
So at the moment I'd say you have to flag it yourself, sorry. I'm not up to date on the latest methods for the conversion, but here are some notes from past comments of this mod, made in reply to FutureN.
I'll put that quote in the Description for easier reference.
I can't get this mod to work on Vortex. I get an infinite loading screen when trying to start a new game. Plugin is enabled. I tried reinstalling and updating the load order but that doesn't fix it.
For anyone having this issue, it's likely related to SSE Engine Fixes. It was happening to me, but I managed to fix it.
- First off, make sure you aren't installing SSE Engine Fixes (Part 2) in your mod loader. You put those files into your base game folder.
- Open SSE Engine Fixes (the first part - that you did install to your mod loader of choice.) file location. Inside you should see an SKSE folder. Go into it and then the Plugins folder.
- Open EngineFixes.toml with something like Notepad++. And set these entries to false:
I only just started forming my mod list. I noticed something was wrong because this mod would cause an infinite loading screen. I exited out of the game to also find that all of my plugins had also been disabled in my mod loader. So I just went to SSE Engine Fixes page and read one of the notices about it. I edited those entries and started again, this time the mod loaded like it was supposed to and when I exited out, my plugins remained enabled as well.
For anyone having this issue, it's likely related to SSE Engine Fixes. It was happening to me, but I managed to fix it.
Thank you thank you!!! I originally followed this comment to no avail - just to realize that the reason it still wasn't working was because I completely forgot to redeploy mods. Just did that and it works perfectly now, appreciate it!
Thank you! But for me setting: "SaveScreenshots = false" and "SaveAddedSoundCategories = false" would cause an instant crash when selecting new game. Only setting "EnableAchievementsWithMods = false" fixed the infinite loading bug for me.
Even when i am doing a complete vanilla environment for testing; this mod always stays in the load order. It's as essential as SKSE and AddressLibrary to me. Thank you for such a wonderful and useful mod.
Thank you kindly, this is the only one I've found that works perfectly for VR and doesn't involve you going into space having to click stones. Perfect vanilla start, thumbs up.
I'm finding this mod to be really helpful as a time saver! It might be good to add the set of mage clothes found in the helgen torture chamber for a pure mage playthrough though. I personally just use the console for that as a solution but it might be a good idea.
Essential when testing out mods! Great stuff. I would love to see an option that lets you choose a name, but then immediately throws you into the world with a default character. Just skip the race menu. Would make mod testing even smoother.
134 comments
Maybe I should package the files to a .bsa after all, to avoid confusion of order of files over a large mod setup.
On flagging as ESL: The mod uses a new Cell which by principle makes the mod not eligible as an ESL, but like you said the Cell itself is not referenced by any other part of the game which makes it ultimately harmless. But at the moment, for a public release I'm wary of nebulous states like this, where it is kind of sort of but not really eligible for ESL.
So at the moment I'd say you have to flag it yourself, sorry. I'm not up to date on the latest methods for the conversion, but here are some notes from past comments of this mod, made in reply to FutureN.
I'll put that quote in the Description for easier reference.
- First off, make sure you aren't installing SSE Engine Fixes (Part 2) in your mod loader. You put those files into your base game folder.
- Open SSE Engine Fixes (the first part - that you did install to your mod loader of choice.) file location. Inside you should see an SKSE folder. Go into it and then the Plugins folder.
- Open EngineFixes.toml with something like Notepad++. And set these entries to false:
EnableAchievementsWithMods = false
SaveScreenshots = false
SaveAddedSoundCategories = false
I only just started forming my mod list. I noticed something was wrong because this mod would cause an infinite loading screen. I exited out of the game to also find that all of my plugins had also been disabled in my mod loader. So I just went to SSE Engine Fixes page and read one of the notices about it. I edited those entries and started again, this time the mod loaded like it was supposed to and when I exited out, my plugins remained enabled as well.
Thank you thank you!!! I originally followed this comment to no avail - just to realize that the reason it still wasn't working was because I completely forgot to redeploy mods. Just did that and it works perfectly now, appreciate it!
The solution as per the AddItemMenu's author is to craft the Cube via the blacksmith forge.