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[RELz] LOOT - Load Order Optimisation Tool


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On 4/20/2022 at 1:08 PM, Dreifels said:

# Ivarstead.esp
## Messages
- Note: Sie scheinen **[AI Overhaul](https://www.nexusmods.com/skyrimspecialedition/mods/21654/)** zu nutzen, aber Sie haben keinen Kompatibilitätspatch für diese Mod aktiviert. Ein Patch von Dritten ist hier verfügbar: [AI Overhaul - Official Patch Hub](https://www.nexusmods.com/skyrimspecialedition/mods/35823/)

There is no patch for Ivarstead.esp

# Kynesgrove.esp
## Messages
- Note: Sie scheinen **[AI Overhaul](https://www.nexusmods.com/skyrimspecialedition/mods/21654/)** zu nutzen, aber Sie haben keinen Kompatibilitätspatch für diese Mod aktiviert. Ein Patch von Dritten ist hier verfügbar: [AI Overhaul - Official Patch Hub](https://www.nexusmods.com/skyrimspecialedition/mods/35823/)

There is no patch for Kynesgrove.esp

Thanks for the report, it looks like the author dropped support for them & archived them. I've removed the messages.

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  • 5 weeks later...
  • 2 weeks later...
3 minutes ago, Zerraphin said:

Is this where I post QAC docs for dirty mods? 

Yes, this is one of the places you can report cleaning data.

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Great City of Nivarian v1.0 

- name: 'Aruins2.esp'
    dirty:
      - <<: *quickClean
        crc: 0x5587BB1A
        util: '[TES4Edit v4.0.4](https://www.nexusmods.com/oblivion/mods/11536)'
        udr: 4
    clean:
      - crc: 0x2312997A
        util: 'TES4Edit v4.0.4'

https://www.nexusmods.com/oblivion/mods/51601

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Done like this is good right? Is this all the info you need?

And do I understand this output correctly? The CRC numbers for dirty versus clean can be compared, and the clean version's CRC is used by future users using LOOT to clean this mod?

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1 minute ago, Zerraphin said:

Done like this is good right? Is this all the info you need?

 

Yes. The version number cleaned would be helpful as well, but I'm assuming it's just 1.0.

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7 minutes ago, Zerraphin said:

And do I understand this output correctly? The CRC numbers for dirty versus clean can be compared, and the clean version's CRC is used by future users using LOOT to clean this mod?

LOOT calculates the CRC of a plugin & compares it to whatever CRCs are listed for it in the masterlist (& your userlist). If one matches, a dirty edits message or verified clean icon are displayed depending on whether the checksum is mapped to the dirty key or clean key, respectively. For a dirty plugin, we usually only store the checksum of the dirty version of the plugin as the results of cleaning can differ enough to make the clean checksum volatile (differences in cleaning between xEdit versions, different cleaning settings between users, etc.) and therefore not worth storing.

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24 minutes ago, Zerraphin said:

Great City of Nivarian v1.0 

- name: 'Aruins2.esp'
    dirty:
      - <<: *quickClean
        crc: 0x5587BB1A
        util: '[TES4Edit v4.0.4](https://www.nexusmods.com/oblivion/mods/11536)'
        udr: 4
    clean:
      - crc: 0x2312997A
        util: 'TES4Edit v4.0.4'

https://www.nexusmods.com/oblivion/mods/51601

Added, thanks for the report!

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LOOT Masterlist Entries

  - name: 'Update.esm'
    dirty:
      - <<: *reqManualFix
        crc: 0xABC253C5
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 384
        udr: 92
        nav: 3
    dirty:
      - <<: *reqManualFix
        crc: 0xEC1662FB
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        nav: 3

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 - name: 'Dawnguard.esm'
    dirty:
      - <<: *reqManualFix
        crc: 0x91A9FA28
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 842
        udr: 82
        nav: 59
    dirty:
      - <<: *reqManualFix
        crc: 0x40CD0C02
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 7
        nav: 59
    dirty:
      - <<: *reqManualFix
        crc: 0x88B1FCB3
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        nav: 59

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LOOT Masterlist Entries

  - name: 'HearthFires.esm'
    dirty:
      - <<: *reqManualFix
        crc: 0x2D820611
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 221
        udr: 11
        nav: 5
    dirty:
      - <<: *reqManualFix
        crc: 0x9BB58425
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        nav: 5

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LOOT Masterlist Entries

  - name: 'Dragonborn.esm'
    dirty:
      - <<: *reqManualFix
        crc: 0x947D94AE
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 87
        udr: 8
        nav: 1
    dirty:
      - <<: *reqManualFix
        crc: 0xFAF13724
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        nav: 1

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LOOT Masterlist Entries

  - name: 'ccBGSSSE001-Fish.esm'
    dirty:
      - <<: *quickClean
        crc: 0x451DBFA3
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 3
        udr: 4
    clean:
      - crc: 0xDA9A2AA6
        util: 'SSEEdit v4.0.4'

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LOOT Masterlist Entries

  - name: 'ccQDRSSE001-SurvivalMode.esl'
    dirty:
      - <<: *quickClean
        crc: 0x30AA2B28
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 1
    clean:
      - crc: 0x74926A1E
        util: 'SSEEdit v4.0.4'

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LOOT Masterlist Entries

  - name: 'ccBGSSSE037-Curios.esl'
    clean:
      - crc: 0x871608AC
        util: 'SSEEdit v4.0.4'

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LOOT Masterlist Entries

  - name: 'ccBGSSSE025-AdvDSGS.esm'
    dirty:
      - <<: *quickClean
        crc: 0xA016C1D6
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 3
    clean:
      - crc: 0x0358A540
        util: 'SSEEdit v4.0.4'

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LOOT Masterlist Entries

  - name: 'Immersive Citizens - AI Overhaul.esp'
    clean:
      - crc: 0xABEB53E9
        util: 'SSEEdit v4.0.4'

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Hello :) im 1st time here so i got no idea is this the place so please bear with me and point me in the right direction

i would like to report load order  for Buxom Wench Yuriana and  Serana Dialogue Addon mods

LOOT sorts Serana one infront of Yuriana but for Yuriana to show MCM settings SDA needs to be below BWY

the way LOOT sorts it  MCM settings for BWY never show in game and it reports an error in fallrim tools that cannon be cleaned from save  "

This savefile has 1 script instances whose data is missing

"<a href="script://YW_YWMCMscript">YW_YWMCMscript</a>"

there are no visible conflicts between these 2 mods in MO2 or overwritten files

this can only be fixed by placing BWY in front of SDA and starting a new game

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@micksyduck, thanks, but we have up-to-date cleaning data for almost all of those plugins. Please check within LOOT first or through our online Masterlist Search tool to make sure what you're reporting isn't already in the appropriate masterlist. For future reports, please also make sure to link to the plugin in question, & the version (if multiple are available) & version number would be helpful too.

I have updated Immersive Citizen's (which, to double-check, I'm assuming you got from here) cleaning data. However, the checksum for v0.4.0.1 doesn't match the one you provided, so I'm not sure if you have an older version or have otherwise edited it, intentionally or otherwise.

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7 hours ago, lordbayron said:

Hello :) im 1st time here so i got no idea is this the place so please bear with me and point me in the right direction

i would like to report load order  for Buxom Wench Yuriana and  Serana Dialogue Addon mods

LOOT sorts Serana one infront of Yuriana but for Yuriana to show MCM settings SDA needs to be below BWY

the way LOOT sorts it  MCM settings for BWY never show in game and it reports an error in fallrim tools that cannon be cleaned from save  "

This savefile has 1 script instances whose data is missing

"<a href="script://YW_YWMCMscript">YW_YWMCMscript</a>"

there are no visible conflicts between these 2 mods in MO2 or overwritten files

this can only be fixed by placing BWY in front of SDA and starting a new game

The only two scenarios where load order can resolve a conflict between two mods is if they edit some of the same records or if they both load BSAs and those BSAs contain some of the same file paths. I'm assuming the mods you're referencing are this one & this one (for future reference, please provide links to any mods you reference). Only one of the plugins uses a BSA (& neither overlap anyway as you mentioned), & the only record the two plugins overlap in is the Tamriel worldspace which is unrelated to your issue (& it's the MHDT subrecord anyway which isn't anything worth worrying about IIRC). Because of this overlap, LOOT will apply it's sorting algorithm for overlapping plugins to the two, but, in this case, it shouldn't matter which way you sort them.

To be clear, by "in front" do you mean before? As in, higher up in the load order as displayed by LOOT? This is how they sort on my end with a minimal modding setup. This doesn't make sense as that would imply that SDA needs to sort after & therefore overwrite BWY in some way for BWY's MCM to function correctly. I'm assuming BWY's MCM shows up without SDA installed, so it doesn't make sense for the MCM to stop working only when BWY loads after. Have you tried sorting BWY after SDA & starting a new game? It may just be that your save is corrupted or otherwise unstable.

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10 hours ago, sibir said:

The only two scenarios where load order can resolve a conflict between two mods is if they edit some of the same records or if they both load BSAs and those BSAs contain some of the same file paths. I'm assuming the mods you're referencing are this one & this one (for future reference, please provide links to any mods you reference). Only one of the plugins uses a BSA (& neither overlap anyway as you mentioned), & the only record the two plugins overlap in is the Tamriel worldspace which is unrelated to your issue (& it's the MHDT subrecord anyway which isn't anything worth worrying about IIRC). Because of this overlap, LOOT will apply it's sorting algorithm for overlapping plugins to the two, but, in this case, it shouldn't matter which way you sort them.

To be clear, by "in front" do you mean before? As in, higher up in the load order as displayed by LOOT? This is how they sort on my end with a minimal modding setup. This doesn't make sense as that would imply that SDA needs to sort after & therefore overwrite BWY in some way for BWY's MCM to function correctly. I'm assuming BWY's MCM shows up without SDA installed, so it doesn't make sense for the MCM to stop working only when BWY loads after. Have you tried sorting BWY after SDA & starting a new game? It may just be that your save is corrupted or otherwise unstable.

hello mate 

Yes those 2 linked are mods, im sorry i did not link them, dont have much experience in this

1. Yes i tried starting new game couple of times  my load order is  about 380 mods, but everything stays the same except i interchange these 2 plugins

2. I did not try these 2 plugins in a minimal load order as i just transfered to AE version and had to update so much mods xd got PTSD and now when i try minimal load orders games keep crashing on new game start since i obviously forgot something but my brain is so tired i cant figure out what im missing

3.when the game is started there is no way to return MCM menu back  no matter how i arrange those 2 plugins, only a new game with Yuriana mod higher in load order then SDA fixes it, That is the reason i write you here if that is something that can be sorted without much trouble as  LOOT will always put SDA higher and whoever lacks knowledge to manually sort them that save will prolly be ruined with missing scripts

4.Both mods are in active development so it may be sorted with new versions of either, weird thing is those 2 mods do not overlap, and only load order keeps them from functioning nicely together, so no idea man :/ thought my input here would do some good

5. i did not come with this load order solution, i started game, was checking how much scripts run at once with fallrim tools and  saw that missing script thingy and a missing MCM menu, went to Yuriana comment section and there was a guy who had same issue and left a comment  for others so seems more people then just me deals with this

  1. DiogoDX
    DiogoDX
    • premium
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    • 5 kudos
    16 May 2022, 6:17PM
    For those that have problem with MCM not showing because Serana Dialog Addon just put the SDA plugin to load after Yuriana plugin with your mod manager and start a new game. Works for me this way.

    Sadly I could not find a fix that worked on current save.
    1. VaultGirl69
      VaultGirl69
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4 hours ago, lordbayron said:

1. Yes i tried starting new game couple of times  my load order is  about 380 mods, but everything stays the same except i interchange these 2 plugins

2. I did not try these 2 plugins in a minimal load order as i just transfered to AE version and had to update so much mods xd got PTSD and now when i try minimal load orders games keep crashing on new game start since i obviously forgot something but my brain is so tired i cant figure out what im missing

The issue with this is that any of those hundreds of mods could complicate the situation. If you can reproduce the issue with a near-vanilla setup (i.e., the base game & only requirements like SkyUI), then it's more likely some sort of conflict between the two mods rather than an issue solely with BWY that has manifested this way for you & a few other users but that may not actually address the issue for other users.

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  • 2 weeks later...

Hi, do i need to be concerned about those "reqManualFix" in this Nuka World dlc report ? (how to perform them) thx

LOOT Masterlist Entries

  - name: 'DLCNukaWorld.esm'
    dirty:
      - <<: *reqManualFix
        crc: 0x43D25C56
        util: '[FO4Edit v4.0.4](https://www.nexusmods.com/fallout4/mods/2737)'
        itm: 194
        udr: 418
        nav: 7
    dirty:
      - <<: *reqManualFix
        crc: 0x9EF2C7EA
        util: '[FO4Edit v4.0.4](https://www.nexusmods.com/fallout4/mods/2737)'
        nav: 7
[00:00] Quick Clean mode finished.
[00:24] Background Loader: finished
 

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8 hours ago, lee3310 said:

Hi, do i need to be concerned about those "reqManualFix" in this Nuka World dlc report ? (how to perform them) thx

LOOT Masterlist Entries

  - name: 'DLCNukaWorld.esm'
    dirty:
      - <<: *reqManualFix
        crc: 0x43D25C56
        util: '[FO4Edit v4.0.4](https://www.nexusmods.com/fallout4/mods/2737)'
        itm: 194
        udr: 418
        nav: 7
    dirty:
      - <<: *reqManualFix
        crc: 0x9EF2C7EA
        util: '[FO4Edit v4.0.4](https://www.nexusmods.com/fallout4/mods/2737)'
        nav: 7
[00:00] Quick Clean mode finished.
[00:24] Background Loader: finished
 

No, you should not attempt to fix deleted navmeshes in official Bethesda plugins. We don't report them as requiring manual fixes for that reason.

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