

CK doesn’t just access Fallout4.esm on it’s first boot, it tries to access every mod you have initialized in your load menu/Nexus Mod Manager. This is because CK tries to boot based off your Plugins list. You just made your computer force boot Creation Kit, and circumvent the CPU hang-up error that some users experience when they have large mod files or NUMEROUS mods installed. This is the initialization process for CK.Ĭongratulations. BA2 EXTENSION & EVERY GODDAMN MOD YOU HAVE INSTALLED) Note: The more mods you have installed, the longer it takes. CK will now begin running the initial start up process, and will take a nice long time to decompress everything (I MEAN GODDAMN EVERYTHING WITH A. This is because CK has never been able to initiliaze Fallout4.esm. When you try and “Run” the mod, CK will open, it will ask you to “Unpack” the mod (New Version/Changed). Any mod will work, but I’d suggest installing a small dummy mod that you don’t really care about, because this force boot process can damage the mod file you use to initialize CK. Once there, find a mod file that has been overlaid with the CK icon. To fix this issue, go into your Data Folder:

At least it’s trying to access it anyway. It seems to be an initialization error with CK on a first run that seems to come from a CPU hang-up when Fallout4.esm (your base game file) is accessed by the CK. Kazoo (you get 2 O’s, that’s it, I’m drawing a line), I think I can help with this particular issue.
