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[RELz] LOOT - Load Order Optimisation Tool


WrinklyNinja

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12 minutes ago, sibir said:

@VilanceD, yes, you can report masterlist suggestions here. Can you please specify which of your mods need to load after PRP (& double-check them in xEdit)? Or is it all of them?

All 13 at this point. https://www.nexusmods.com/fallout4/users/21303429?tab=user+files

https://www.nexusmods.com/fallout4/mods/64896
https://www.nexusmods.com/fallout4/mods/64885
https://www.nexusmods.com/fallout4/mods/64869
https://www.nexusmods.com/fallout4/mods/64864
https://www.nexusmods.com/fallout4/mods/64837
https://www.nexusmods.com/fallout4/mods/64818
https://www.nexusmods.com/fallout4/mods/64700
https://www.nexusmods.com/fallout4/mods/64677
https://www.nexusmods.com/fallout4/mods/64630
https://www.nexusmods.com/fallout4/mods/64614
https://www.nexusmods.com/fallout4/mods/64605
https://www.nexusmods.com/fallout4/mods/64569
https://www.nexusmods.com/fallout4/mods/64546

Thank you very much, this will help me too, as I reload them I wont have to move them past PRP over again in the FO4 main menu :)

I will post up in batches so in a week or two I will post up another list.

Also thanks for the very fast response,

V.

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@VilanceD, you're welcome, I'll take a look at them in a bit. Just FYI, you can add user rules for personal use so that you don't have to manually move mods around after sorting with LOOT. However, cases like these should be reported to us, as you did, since they apply to everyone.

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8 hours ago, sibir said:

@VilanceD, done, thanks for the report! Feel free to report any other masterlist suggestions you have.

YW, Appreciate the timely response. Im new to modding in the FO4 community and its quite spread out. I just wish it was easier to do mod testing, the cycle between changes to testing is quite long compared to many other types of modding.

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3 minutes ago, ansomesa said:

Is Pyqt5 tools a 32bit Python file as I got the Python 3.10.7 64bit and it is not present in the Lib Site-package nor found in general search.

LOOT doesn't use Python. Where are you seeing that you need PyQt5?

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"In LOOT's settings, toggle the Enable Debug Logging checkbox on." Now I know why I couldn't find a Debug log as I assumed it was automatic.

The above image is what I got when Updating Masterlist v18.5 online.

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Metadata Cleaning report for Elden Rim - Weapon Arts 1.9.9.83 (MCO)


  - name: 'EldenSkyrim.esp'
    dirty:
      - <<: *quickClean
        crc: 0xDBC6EE34
        util: '[SSEEdit v4.0.4c](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 4
    clean:
      - crc: 0xBBCB1F63
        util: 'SSEEdit v4.0.4c'

  - name: 'RimImpactOfMob.esp'
    dirty:
      - <<: *quickClean
        crc: 0x415C4CFC
        util: '[SSEEdit v4.0.4c](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 1
    clean:
      - crc: 0xDA59B1C7
        util: 'SSEEdit v4.0.4c'

 

If you want the bog stock xEdit 4.0.4 just to be safe:

  - name: 'EldenSkyrim.esp'
    dirty:
      - <<: *quickClean
        crc: 0xDBC6EE34
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 4
    clean:
      - crc: 0xBBCB1F63
        util: 'SSEEdit v4.0.4'


  - name: 'RimImpactOfMob.esp'
    dirty:
      - <<: *quickClean
        crc: 0x415C4CFC
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 1
    clean:
      - crc: 0xDA59B1C7
        util: 'SSEEdit v4.0.4'

 

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Hi again, I have an updated list of the mods I have published, just the esp. If you want the url to each on Nexus I can post that too. 

These need to come before...

Boston PRP https://www.nexusmods.com/fallout4/mods/59021
PRP https://www.nexusmods.com/fallout4/mods/46403
Original Boston Precombine fix: https://www.nexusmods.com/fallout4/mods/26286

These:

Fallout 4 Loot list:
Bunker Hill DCnR_F-ESL.esp
Bunker Hill Deep Clean ESL-F.esp
Coastal Cottage DCnR.esp
CoastalCottage_DCnR_F-ESL.esp
CountyCrossing_DCnR_F-ESL.esp
Cov-TBH-DCnR.esp
Cov-TBH-DCnR_F-ESL.esp
Croup Manor Deep Clean and Remodel.esp
CroupManor_DCnR_F-ESL.esp
EgretTours_DCnR_F-ESL.esp
Finch Farm Deep Clean.esp
FinchFarm_DC_F-ESL.esp
Graygarden Deep Clean and Remodel.esp
Graygarden_DCnR_F-ESL.esp
Greentop Deep Clean and Remodel.esp
GreentopNursery_DCnr_F-ESL.esp
Hangmans Alley Deep Clean.esp
HangmansAlley_DC_F-ESL.esp
JamaicaPlains_DCnR_F-ESL.esp
Kingsport Lighthouse DCnR.esp
Kingsport Lighthouse DCnR_F-ESL.esp
NordhagenBeach_DC_F-ESL.esp
Starlight Deep Clean.esp
StarlightDrivein_DCnR_F-ESL.esp
Sunshide Tidings DCnR.esp
SunshideTidings_DCnR_F-ESL.esp
TaffingtonBH DCnR No Cov.esp
TaffingtonBH_DCnR_NoCov_F-ESL.esp
Tenpines Bluff Deep Clean.esp
TenpinesOutpostZimonja_DCnR_F-ESL.esp
TheCastle_DC_F-ESL.esp
TheSlog Deep Clean.esp
TheSlog_DC_F-ESL.esp

Edited by VilanceD
misresponded
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1 hour ago, sibir said:

@VilanceD, I meant links next to each of the plugins you listed, but I'm assuming most of them are updates to mods you've previously linked.

Ok, I think I got the format you like...

Mods that need to go before my mods:

Boston PRP https://www.nexusmods.com/fallout4/mods/59021
PRP https://www.nexusmods.com/fallout4/mods/46403
Original Boston Precombine fix: https://www.nexusmods.com/fallout4/mods/26286

My mods:
Bunker Hill DCnR_F-ESL.esp
Bunker Hill Deep Clean ESL-F.esp
https://www.nexusmods.com/fallout4/mods/65014

Coastal Cottage DCnR.esp
CoastalCottage_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/64864

CountyCrossing_DCnR_F-ESL.esp

https://www.nexusmods.com/fallout4/mods/65048


Cov-TBH-DCnR.esp
Cov-TBH-DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/64569

Croup Manor Deep Clean and Remodel.esp
CroupManor_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/64614

EgretTours_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65085

Finch Farm Deep Clean.esp
FinchFarm_DC_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/64869

Graygarden Deep Clean and Remodel.esp
Graygarden_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/64677

Greentop Deep Clean and Remodel.esp
GreentopNursery_DCnr_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/64605

Hangmans Alley Deep Clean.esp
HangmansAlley_DC_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/64885

JamaicaPlains_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65175

Kingsport Lighthouse DCnR.esp
Kingsport Lighthouse DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/64896

NordhagenBeach_DC_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65071

Starlight Deep Clean.esp
StarlightDrivein_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/64818

Sunshide Tidings DCnR.esp
SunshideTidings_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/64837

TaffingtonBH DCnR No Cov.esp
TaffingtonBH_DCnR_NoCov_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/64546

Tenpines Bluff Deep Clean.esp
TenpinesOutpostZimonja_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/64700

TheCastle_DC_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65178

TheSlog Deep Clean.esp
TheSlog_DC_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/64630

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@VilanceD, I've added rules where they were necessary (i.e., only if they actually conflicted & only with the versions of Boston FPS Fix that matched the mod's DLC requirements), thanks for the report!

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Thank you for the hard work. At some point it looks like I should learn how to do a proper masterlist checkout and commit the rules myself. My git is a little rusty but its not too hard to get back. The bigger issue will be learning the LOOT API, specifically masterlist manipulation.

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9 minutes ago, VilanceD said:

Thank you for the hard work. At some point it looks like I should learn how to do a proper masterlist checkout and commit the rules myself. My git is a little rusty but its not too hard to get back. The bigger issue will be learning the LOOT API, specifically masterlist manipulation.

If you are interested in contributing the following page would be a good start in order to learn how the masterlist files are working:

Masterlist Editing

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Evening, 

I've run into a strange issue that I don't think is caused by LOOT, but you're my best bet to track down what's causing LOOT to produce an error that's preventing me from sorting my LO.

Per my LOOTDebugLog.txt

[19:19:08.443923] [error]: Exception while executing query: file_size: The system cannot find the file specified.: "C:/Program Files (x86)/Steam/steamapps/common/Skyrim Special Edition\Data\1Daedroths.esp.ghost"

Full Log:

Spoiler

[19:19:04.875982] [info]: Running 64-bit LOOT on Windows 11 Version 22H2 and the x86_64 CPU architecture
[19:19:04.876057] [info]: LOOT version: 0.18.5+bf6ea7f1
[19:19:04.876081] [info]: libloot version: 0.18.1+c4cdfbbd
[19:19:04.876099] [info]: LOOT is being run through Mod Organiser.
[19:19:04.877429] [warning]: Failed to open the Registry key "HKEY_CLASSES_ROOT\Local Settings\Software\Microsoft\Windows\CurrentVersion\AppModel\Repository\Families\BethesdaSoftworks.TESMorrowind-PC_3275kfvn8vcwc": The system cannot find the path specified.
[19:19:04.877611] [warning]: Failed to open the Registry key "HKEY_CLASSES_ROOT\Local Settings\Software\Microsoft\Windows\CurrentVersion\AppModel\Repository\Families\BethesdaSoftworks.TESOblivion-PC_3275kfvn8vcwc": The system cannot find the path specified.
[19:19:04.878448] [warning]: Failed to open the Registry key "HKEY_CLASSES_ROOT\Local Settings\Software\Microsoft\Windows\CurrentVersion\AppModel\Repository\Families\BethesdaSoftworks.Fallout3_3275kfvn8vcwc": The system cannot find the path specified.
[19:19:04.878641] [warning]: Failed to open the Registry key "HKEY_CLASSES_ROOT\Local Settings\Software\Microsoft\Windows\CurrentVersion\AppModel\Repository\Families\BethesdaSoftworks.FalloutNewVegas_3275kfvn8vcwc": The system cannot find the path specified.
[19:19:04.878737] [warning]: Failed to open the Registry key "HKEY_CLASSES_ROOT\Local Settings\Software\Microsoft\Windows\CurrentVersion\AppModel\Repository\Families\BethesdaSoftworks.Fallout4-PC_3275kfvn8vcwc": The system cannot find the path specified.
[19:19:04.907754] [warning]: Unable to set stylesheet, C:\Modding\LOOT\resources\themes\default.theme.qss not found.
[19:19:04.907768] [warning]: Failed to find the style sheet in the filesystem, attempting to load from built-in resources...
[19:19:08.443923] [error]: Exception while executing query: file_size: The system cannot find the file specified.: "C:/Program Files (x86)/Steam/steamapps/common/Skyrim Special Edition\Data\1Daedroths.esp.ghost"
 

 

How do I track down what's triggering LOOT to look for this ghost file?

I've tried disabling the Daedroth mod and I still got this error. I've uninstalled and reinstalled LOOT with no change. I've ran LOOT outside of MO2 without my mods and avoided this error.

Background: I've been working on a massive LO for a few months. I've never had any problems with running LOOT before. Since the last time I successfully ran LOOT I went through an exercise of compacting form ID's and flagging mods as ESL. Daedroth was not one flagged as an esl. I also swapped out a faulty motherboard. I doubt this has anything to do with it, just FYI. 

TIA!

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@ThorM465, that error usually occurs with MO2 when the mod that plugin is from (sans ghost extension) has an excessively long name, specifically, one that causes the plugin's path to exceed the Windows path length limit. Make sure that any mods containing that plugin don't have excessively long names.

Edited by sibir
corrections
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Cleaning report:

Nessa SE custom voiced follower

 - name: 'Nessa.esp'
    dirty:
      - <<: *quickClean
        crc: 0x329F71D4
        util: '[SSEEdit v4.0.4c](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 5
    clean:
      - crc: 0x99A6BDE0
        util: 'SSEEdit v4.0.4c'

 

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