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Full Version: My mod now won't load in CS....Help!
The Nexus Forums > Specific Games > Oblivion > Oblivion Modifications > Mod Troubleshooting
arrow6x6
After several days of working on a mod I decide to include a companion (Vincente). I edited some of his responses and all was working well. Then yesterday I edited some additional responses of his but forgot that I hadn't made the Vincente mod the Active! Now I get errors when I try to load my mod and eventually get the Microsoft "Send error report" window which kicks me back to the desktop.

How can I load my mod so I can fix it? Seems the CS should allow for debugging such mistakes.
Naminea
If you have multipole mods with the same name i could see there being some conflict. Other then that i dont see a reason for this to happen. Try taking the mods you made of of your Data folder and place your most recent one in the data folder. I dont know if that would help but its worth a try. Seems logical to me biggrin.gif
Vagrant0
QUOTE(arrow6x6 @ May 26 2008, 03:06 PM) *
How can I load my mod so I can fix it? Seems the CS should allow for debugging such mistakes.

Did you load more than one mod in the CS, made changes in one which linked to the other, and saved it? If so, you pretty much screwed yourself. Seperate mods do not like working together. In order to add an aspect from one mod into another, that aspect needs to either be merged completely into that mod (using TES gecko (and requiring permission from author if you plan to upload)), or rebuilt from scratch within that mod (again requiring permission to upload).

If this is the case, your only real option would be to open the details of your mod (when you go to open it in the CS) and deleting anything which references aspects of that other mod. Essentially, you need to remove anything that either mod has in common with the other, or that is being used by one, but only exists in the other. Depending on what you have done, you may even need to start over from scratch. Let it be a tough lesson, never load more than one mod in the CS at a time unless you have no intention of saving work.
Palpenious
Just to throw my two cents in there, if you tried it out and it was working once, a good idea is to make a back-up before making any changes. Especially if it's something fairly small like a companion mod. This way if you can't figure out what the problem is, you always have one you know works to fall back on and build up to where you want it. Sometime you even come up with better ideas to change after something crashes. Sorry, that probably doesn't really help you much now, but for the future!
arrow6x6
Thanks for the replies. I learned my lesson and will only work on ONE mod at a time. Thanks Vagrant().

I rebuilt the mod and fine tuning it now.
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