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About Nukenin

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  • Birthday 12/17/1968

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  1. I am resisting the temptation to do silly things like have modA.esl list modB.esl as a master, which in turn lists modA.esl as a master. I'm trying to actually play the game this weekend, darn it!
  2. For load order handling (which is pretty much my current selfish interest here), is it important to try and mirror the order in which CC ESLs load? I mean, conflict is conflict in any direction. In theory the CC content shouldn't have any conflict amongst itself, but in practice, Bethesda. That said, for a nitpicking perfectionist such as myself, sure, I guess it'd be nice to see exactly which Stendarr's Hammer prevails in a crazy world in which all CC content is Stendarr's Hammer variations. Any solution that can readily accommodate new CC ESLs before any hardcoded "master CC ESL
  3. I've been traveling so apologies for getting back a bit late on this. I know at some point I fiddled with setting ESM on the ESLs I was testing with, but I don't recall it making a distinction in the load order. But I don't trust my memory enough to say that with certainty.
  4. Ensuring that I disabled the unofficial Survival Mode USSEP compatibility patch first (as this is the sort of thing it's meant to resolve), I manually placed ccqdrsse001-survivalmode.esl below USSEP in Plugins.txt. (First test all the way at the bottom, second test immediately beneath USSEP.) Both times USSEP won with its Scroll of Flame Cloak not mentioning anything about swimming in cold water, indicating that Survival Mode's ESL (and presumably the other CC ESLs as well) is indeed always loading before USSEP. After these tests, I entered the in-game Mod UI from the main menu. So
  5. Load order of (user-generated) ESL files most certainly does come into play. Create one ESL ("Dragonbane X.esl") that renames Dragonbane to "Dragonbane X". Create another ("Dragonbane Y.esl") that renames it to "Dragonbane Y". Ensure that both are in Plugins.txt and active. If "Dragonbane Y.esl" appears after "Dragonbane X.esl" then your Dragonbane will be "Dragonbane Y", every time. It's not arbitrary. It's load order. It's not a function of structure, it's a function of time. Skyrim doesn't just take all the ESLs in a bunch and start randomly flinging them off to separate threads
  6. I was able to get USSEP to override ESLs placed above it in load order. I was testing with two dead-simple ESLs that modified Dragonbane—one zeroed its enchantment cost (and enchantment, to remove the bar), while the other just changed its name. Placing both above USSEP resulted in USSEP's Dragonbane (original name, charges/enchantment) winning the conflict. I'm not doing any deep investigative work, just anecdotal goofin' 'round. At varying points one or the other of the aforementioned ESLs was also flagged with ESM, but I never really did a thorough breakdown of what was happeni
  7. User-created ESLs flagged with ESM can load above or below user-created ESLs not flagged with ESM; Plugins.txt dictates this. ESLs can also load before USSEP. The in-game mod load order menu will default ESLs to right below USSEP and will not allow ESLs to be moved below normal ESPs. It will allow them to be moved above USSEP. USSEP wins conflicts with ESLs above it, and loses conflicts with ESLs below it. (USSEP is the only ESM-flagged ESP mod I have, but I assume this would be true for other such mods; not sure about user-created ESMs as I do not run with any currently.) Is th
  8. Interesting the treatment of user-created ESLs not flagged as masters.
  9. Since they held out the possibility for future CC content to include ESMs, that will be a thing, but I see it no different than traditional DLC. I imagine load order will be fixed by order of release. Some sort of configuration specification for (official) ESM files might be beneficial in the long run, if one is anticipating a cavalcade of CC ESMs (or seeks to simplify the support for new ESMs as/if they are added). From Data File - Creation Kit (Fallout 4, and as these are edits made by Arthmoor in the past few days it may be evolving info) So I'm assuming user-created ESL file
  10. They're ordered alphabetically in the Creation Kit, which sorts ESPs by timestamp with the exception of ESPs that are flagged as Masters (which appear below the ESLs and above the other ESPs, though I only have one such oddity *cough* to go by). Hence my speculation. I would assume non-CC ESLs would get the same treatment. So there may not be any need for special handling beyond that (i.e. no need to constantly track updates to the executable).
  11. Is it possible ESL files are simply being loaded in alphabetical order by filename, between ESMs and ESPs? After all, load order within the ESL block should not matter.
  12. Huzzah! Looking forward to being able to wear that armor and fight in the first person without tripping up a polysplosion or what have you. Thanks for sorting it out!
  13. This issue was reported in the bugtracker (FS#21625: Clipping Bug on Ancient Nord Armor) and was closed due to "cannot reproduce". I've been able to reproduce the issue and have requested a re-open of the bugtracker task, for reasons I'll belabor here. The report was for an observation of the issue on the XBox One platform for Skyrim SE: Vanilla, and was apparently only checked against Skyrim LE on the PC, not SE. To my knowledge, this may be a recurrence of FS#12444 - 1stpersondraugrarmormale_0.nif missing parts, and thus presumably already fixed in USLEEP. I can confirm this is r
  14. It'd be nice if Bethesda just force-loaded the DLC in release order, the way the gods intended. (Yes, I know, it'd be nice if Bethesda did a lot of things!) I just deleted them then verified the integrity of the game cache one by one to get them redownloaded and timestamped in the proper sequence, because I didn't feel like firing up Powershell (or any number of third-party tools that can modify timestamps). If one still wants to do things the DOS way, fire up a command prompt, change to your Skyrim SE Data directory, then type (in order, including the trailing plus sign and two comma
  15. Just pretend you're playing Skyrim in a perverse ironman mode, restart with a new character, and see how long you can go before every quest marker is well off the map. Maybe experiment with builds or roleplaying concepts you wouldn't normally bother with, or explore in a completely different direction. Tinker with mods that you might be on the fence about. You can find stuff to do while waiting on Bethesda (and whatever certification process the patch has to go through with Microsoft). Again, this is coming from someone who takes a "restart early, restart often" approach to the
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