Why Does When Itry to Open a Game Does It Launch Over and Over Again

#1

This thread has a similar problem equally mine, only in my case Mod Organizer simply "gives up" trying to launch the game through SKSE. All mods are up to date every bit I have merely downloaded them all a calendar week before. Even today, I was able to launch the game with no bug. When I try to run the game through SKSE, the Organizer appears to load the game (with Steam showing that I am currently playing Skyrim SE) just then immediately stops. Not a CTD; the game doesn't even brainstorm running before Mod Organizer ii gives upward trying to launch the game.

I'yard not even close to the plugin limit and I have never encountered this problem before.

Update: so it definitely has something to do with the number of plugins I have... which is strange considering I had upwards of 140+ in Fallout 4. I as well conspicuously call back having 110+ plugins in a previous modded playthrough of Skyrim SE. Right now, SKSE won't launch the game with a plugin count past 70. This is as irritating as it is foreign.

Update two: I'm currently reinstalling and redownloadingeverything from scratch. The game itself, SKSE, fifty-fifty MO2. Then far so good (read: I can launch the game) and I am at 85 plugins enabled.

Update iii (hopefully last): Everything works as normal again! Zip like a consummate reinstall to fix all of modded life's problems. I don't know why a complete reinstall and consummate redownload of everything made the game launch properly again... simply I'm glad that information technology does.

Update 4: nope. The game's non launching anymore once again. Information technology was launching through SKSE this morning and now... information technology isn't. I surrender.

Edited by TreshMek, 09 September 2020 - 12:46 AM.

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#2

TreshMek

Well if in that location'south anyone willing to help, this vid hither shows what happens when I try to run the game through SKSE in MO2. Again, this is the very start time I have encountered this "giving up" beliefs and information technology occurs no affair how many plugins I disable.


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#3

crmcdonaljr

crmcdonaljr

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I'mguessing that a DLL is failing to load.   DLL could be out of sync version with SKSE or corrupted somehow.  Might even need a special DLL loader. SKSE could be corrupted.

Or y'all loaded everything nether the Windows program files folder and Windows Security is stopping y'all when a certain plugin is activated.  In this case, you need to reinstall game and everything else in some other folder.

I think the thread you identified is fundamentally correct and you demand to methodically test each DLL load.

If it's a missing master (ie: ESP)  then you would go to the launch screen earlier the crash, which could be firsthand.

From the SKSE64 download site:

"Having crashes on startup afterward a game patch? Remove the files from Data/SKSE/Plugins and endeavour over again. Mods using plugins probably need to be updated."

Set upwards a examination profile in MO2 and commencement unchecking DLLs (plugins) and associated MODs (Mods that require the plugin) one at a time then launching.  If this identifies the DLL mod, cheque the version with required version of SKSE.  If that checks out then remove the DLL, download the DLL again, reinstall, and test.  If this doesn't identify the DLL, then you have to approach the problem by unchecking all mods, reinstalling SKSE64, and loading one at a time to see if there are several DLLs at error.


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#4

TreshMek

I'mguessing that a DLL is failing to load.   DLL could be out of sync version with SKSE or corrupted somehow.  Might even need a special DLL loader. SKSE could exist corrupted.

Or you lot loaded everything nether the Windows programme files binder and Windows Security is stopping y'all when a certain plugin is activated.  In this case, yous need to reinstall game and everything else in another folder.

I recall the thread you identified is fundamentally right and you need to methodically exam each DLL load.

If information technology's a missing master (ie: ESP)  then you would get to the launch screen before the crash, which could exist firsthand.

From the SKSE64 download site:

"Having crashes on startup later on a game patch? Remove the files from Data/SKSE/Plugins and try again. Mods using plugins probably demand to exist updated."

Gear up upwardly a test profile in MO2 and kickoff unchecking DLLs (plugins) and associated MODs (Mods that require the plugin) one at a fourth dimension and then launching.  If this identifies the DLL mod, bank check the version with required version of SKSE.  If that checks out then remove the DLL, download the DLL again, reinstall, and examination.  If this doesn't identify the DLL, then you lot accept to arroyo the problem by unchecking all mods, reinstalling SKSE64, and loading i at a time to see if at that place are several DLLs at fault.

Ah, shucks.

Well, I don't take the modern organizer files (or annihilation related to the mods) under the program files folder. Then that'south a step done. Alas, the "redownloading and reinstalling" function I mentioned was the manual check/uncheck of each plugin. I spent the better part of the day doing that process.

Thanks for the assistance, though. I'll start with your guidelines once I get the motivation to do then. I'chiliad merely so tired of modding beingness really unstable, you know?

Edited by TreshMek, x September 2020 - 10:fifteen PM.

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#5

crmcdonaljr

crmcdonaljr

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I'mguessing that a DLL is declining to load.   DLL could be out of sync version with SKSE or corrupted somehow.  Might even need a special DLL loader. SKSE could be corrupted.

Or you loaded everything nether the Windows program files folder and Windows Security is stopping you when a certain plugin is activated.  In this example, you need to reinstall game and everything else in another folder.

I call up the thread you identified is fundamentally correct and you demand to methodically test each DLL load.

If information technology's a missing master (ie: ESP)  then you would get to the launch screen before the crash, which could be firsthand.

From the SKSE64 download site:

"Having crashes on startup after a game patch? Remove the files from Information/SKSE/Plugins and endeavour again. Mods using plugins probably need to exist updated."

Set upwardly a test profile in MO2 and start unchecking DLLs (plugins) and associated MODs (Mods that crave the plugin) one at a time then launching.  If this identifies the DLL mod, check the version with required version of SKSE.  If that checks out then remove the DLL, download the DLL over again, reinstall, and examination.  If this doesn't place the DLL, then you accept to arroyo the problem by unchecking all mods, reinstalling SKSE64, and loading one at a time to encounter if there are several DLLs at fault.

Ah, shucks.

Well, I don't take the mod organizer files (or anything related to the mods) under the programme files folder. So that's a stride done. Alas, the "redownloading and reinstalling" function I mentioned was the manual bank check/uncheck of each plugin. I spent the better function of the day doing that process.

Thanks for the aid, though. I'll start with your guidelines once I go the motivation to exercise and then. I'm just so tired of modding existence actually unstable, yous know?

Take a look at the TUCO mod guide.  It was REALLY helpful for me in getting my mod load right.  I deviated though, I used LOOT and loaded other mods to amend populate Skyrim SE. I also browsed other Guides for mod compatibilities. And so far my game has been stable with 243 Mods.  I'm still learning!

Pay special attending to your PC'south capabilities and the world space graphics. My most problematic mods are people replacers similar Bijin, Pandorable, and men of winter; I got dark face until I finally loaded them at the very bottom of my load order (below the Fustigate Patch).  I'chiliad terrible at creating patches.

TUCO Guide:

https://www.nexusmod...tion/mods/10694


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#half-dozen

TreshMek

Necrobumping just I figured out a workaround to my specific problem. I... merely redownloaded any mod with a plugin that caused the SKSE to "give upward" loading the game. The bulk of my mods are fine, but the troublesome plugins plainly needed a new download. There are all the same some mods that refuse to permit the game to launch. Otherwise, information technology's smooth sailing for me.


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#7

Zombie1Boy

Whats your load society and what sorta bug fixes exercise you lot use?

I've been modding (MO2) SE for the past week and oasis't had whatsoever problems related to SKSE.


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#eight

TreshMek

Whats your load order and what sorta bug fixes practice you apply?

I've been modding (MO2) SE for the past week and haven't had any problems related to SKSE.

My load order is 50% armor and weapon mods, 20% new lands and new character mods, 20% animation and script mods, and ten% lewd mods. It too includes "must-have" mods similar SkyUI, the Unofficial Patch, and the XPMSSE skeleton. I usually limit myself to less than 180 plugins. My computer can't handle "ultra-modded" load orders, plus I oasis't mastered the art of merging .esp files.

Equally for problems fixes, not much to be honest. If annihilation, I just shift around the load order and update mods that demand one.

The SKSE not launching the game was entirely new to me. My only option that I knew that was a surefire gear up was to redownloadeverything from scratch. At least, redownload or remove mods troublesome plugins.

Edit: attached the mod list as of today.

Attached Filemodlist.txt 2.81KB 45 downloads

Edited by TreshMek, 07 November 2020 - 04:59 AM.

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#ix

Zombie1Boy

Double check any of your mods that might exist for LE and not SE; I run across yous got Sky_UI, just is information technology Sky_UI_SE?

Aside from that you accept Nemesis and FNIS Behavior modern installed; both exercise the aforementioned affair and then you need to pick i or the other.  You tin apply Nemesis with FNIS sexy move 'due north other FNIS add-ons since Nemesis generates an FNIS esp for mods that crave it.  Nemesis doesn't work with certain NSFW animations, you lot can safely await upwardly which, but FNIS does them all.

Likewise, go WyreBash and make a Bashpatch and then any mods that modify level lists for actors will get updated past the bashpatch and non blow upwards your game randomly.

Bashpatch also lets you manually look at your plugins and gives a visual indicator of whether or not you should rearrange them (dark-green = perfect, yellow = load order error, red = missing master).


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#ten

TreshMek

Double bank check any of your mods that might exist for LE and not SE; I see you got Sky_UI, just is information technology Sky_UI_SE?

Aside from that you lot accept Nemesis and FNIS Beliefs mod installed; both do the same thing so you demand to choice 1 or the other.  You can use Nemesis with FNIS sexy move 'n other FNIS add together-ons since Nemesis generates an FNIS esp for mods that require information technology.  Nemesis doesn't work with certain NSFW animations, you tin safely await up which, but FNIS does them all.

Also, get WyreBash and make a Bashpatch so any mods that alter level lists for actors will get updated by the bashpatch and not accident up your game randomly.

Bashpatch also lets you manually wait at your plugins and gives a visual indicator of whether or not yous should rearrange them (green = perfect, yellowish = load order error, blood-red = missing primary).

I know all of that.

I'm just not in a hurry to utilise Wyrebash or Bashpatch. Everything seems fine to me and I'k happy where I'm at.


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Source: https://forums.nexusmods.com/index.php?/topic/9093103-skse-suddenly-wont-launch-the-game-from-mod-organizer-2/

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