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[RELz] LOOT - Load Order Optimisation Tool


WrinklyNinja

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8 hours ago, sibir said:

@Beermotor, added, thanks for the report! In the future, could you please also list the version numbers of mods you're submitting cleaning data for?

Sure will, sorry about that. That report is for Nessa 1.0.

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Update tag for existing and submission of new metadata. Confirmed tags in xEdit.

Destructible Skyrim - Breakable Objects SE (Beta) v0.4

  - name: 'Destructible Skyrim.esp'
    url: [ 'https://www.nexusmods.com/skyrimspecialedition/mods/28291/' ]
    tag: [ Destructible ]
    group: *earlyLoadersGroup
    after: [ 'AK - Placeable Statics SE.esp' ]
    dirty:
      - <<: *quickClean
        crc: 0xAF111F67
        util: '[SSEEdit v4.0.4c](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 584
    clean:
      - crc: 0xD30B9F13
        util: 'SSEEdit v4.0.4c'

 

Destructible Skyrim - Base Object Swapper v0.5.3.1

Destructible Skyrim - Base Object Swapper v0.5.3.1	
  - name: 'Destructible Skyrim.esp'
    url: [ 'https://www.nexusmods.com/skyrimspecialedition/mods/77568' ]  
    tag: [ Destructible ]  
    clean:
      - crc: 0xA197BD0F
        util: 'SSEEdit v4.0.4c'		

 

@sibir I'm not 100% on the syntax for tags but I believe this is what I remember from the documentation, I referenced another mod with the same tag in the metadata and copied the element.

 

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@Beermotor, thanks, that's the right syntax for tags. For future reference, the metadata syntax is documented here, specifically here for plugins & here for tags. You might already be aware, but, in case you're not, you can actually generate metadata for LOOT through Wrye Bash (in the latest WIP, Info.. -> Create LOOT Entry... in the plugin context menu) with any tags applied as well. Also, since you appear to be familiarizing yourself with the metadata syntax, if you're interested in contributing changes yourself, you can read more here. We're always happy to review your submissions if you'd like to try but aren't sure you've gotten everything right.

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17 hours ago, sibir said:

@Beermotor, thanks, that's the right syntax for tags. For future reference, the metadata syntax is documented here, specifically here for plugins & here for tags. You might already be aware, but, in case you're not, you can actually generate metadata for LOOT through Wrye Bash (in the latest WIP, Info.. -> Create LOOT Entry... in the plugin context menu) with any tags applied as well. Also, since you appear to be familiarizing yourself with the metadata syntax, if you're interested in contributing changes yourself, you can read more here. We're always happy to review your submissions if you'd like to try but aren't sure you've gotten everything right.

Great information! Thanks @sibir   :)

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Heya LOOT team, doing a great job! I have a new batch of mods that need added. 

First off here are the mods I didn't do, that my mods need to load after:

BostonFPSFixAIO.esp

BostonFPSFixAutomatron.esp

https://www.nexusmods.com/fallout4/mods/26286?tab=files

PRP.esp

https://www.nexusmods.com/fallout4/mods/46403

Here are the new entries:

AbernathyFarm_DC_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65539

MurkwaterConstruction_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65295

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

RedRocket_DC_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65543

Sanctuary_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65561

SomervillePlace_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65226

SpectacleIsland_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65484

WarwickHomestead_DC_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65361

For speedy reference sake, and since I am adding in a new entry in the load before section, here are my previous 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

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

That is all the vanilla settlements. Thanks again for all your hard work guys!

Happy Halloween!

 

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  • 2 weeks later...

Back for the last batch, after this don't expect anything else for the foreseeable future.

So thanks in advance for everyone's hard work.

First off here are the mods I didn't do, that my mods need to load after:

BostonFPSFixAIO.esp

BostonFPSFixAutomatron.esp

https://www.nexusmods.com/fallout4/mods/26286?tab=files

PRP.esp

https://www.nexusmods.com/fallout4/mods/46403

Here are my mods, the final 7:

DaltonFarm_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65680

EchoLakeLumber_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65719

LongfellowsCabin_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65633

NationalParkVC_DCnR_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65771

NukaWorldRedRocket_DC_F-ESL.esp
https://www.nexusmods.com/fallout4/mods/65818

Vault88_DC_F-ESL.esp 
https://www.nexusmods.com/fallout4/mods/65943

MechanistLair_DC_F-ESL.esp

https://www.nexusmods.com/fallout4/mods/66010

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@VilanceD, thanks, I've added rules for all of them except for the Mechanist Lair plugin since it's unpublished. I'd like to double-check which mods it needs to load after in xEdit, so feel free to let us know when it's published. Also, just FYI, I noticed that the National Park Visitor Center & NW Red Rocket plugins have unresolved references.

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1 hour ago, sibir said:

@VilanceD, thanks, I'll take a look at it in a bit (Edit: done). Re unresolved references, xEdit reports them when you check a plugin for errors.

Interesting I thought I ran them thru xEdit clean mode like most of my recent mods (some of my earlier mods didn't get cleaned via xEdit but going thru now and doing it), but not sure I ran the report your talking about have to load it up and see how to view that.

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47 minutes ago, sibir said:

Yeah, checking for errors is separate from cleaning. It's an option in the context menu when you right-click a plugin.

I found the option, running it now. The Nuka RR had a missing ref for the previs.

[00:00] DLC04NukaWorldWorkshop02 [CELL:04003004] (in NukaWorld "Nuka-World" [WRLD:0400290F] at 5,8)
[00:00]     CELL \ RVIS - In PreVis File Of -> [01002FC2] < Error: Could not be resolved >

I fixed it and am in process of uploading now.

 

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1 hour ago, sibir said:

Yeah, checking for errors is separate from cleaning. It's an option in the context menu when you right-click a plugin.

National Park Visitor Center

Ok, it was an issue with doing the previs/precombines in National Park Visitor Center, sometimes the processes in CK messes up the physics refs. Fixed in xEdit and uploaded.

 

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  • 3 weeks later...

I have a few mods that need cleaning which aren't on the masterlist yet, however they're all NSFW. Can I still post the entries (with links to an NSFW site, where these mods are hosted)? Maybe under a spoiler?

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@next direction headphone, I believe NSFW content is against the site's rules, though I don't know if that extends to links as well. To be safe, you can file an issue with the cleaning data & links in the appropriate masterlist repo on GitHub. By cleaning data, I mean the LOOT entry xEdit generates after running QAC on a plugin. Please provide those as well as I personally don't have any interest in downloading & cleaning these mods (though maybe another team member or contributor would be willing to).

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  • 2 weeks later...

Hi, folks!

Bug report:

Enhanced Lights and FX Mod V3.06

ELFX - NoPlayerHomes.esp

incompatible with

ELFX - NoHjerim.esp

+

ELFX - NoBreezehome.esp

+

ELFX - NoProudspireManor.esp

+

ELFX - NoHoneyside.esp

+

ELFX - NoSeverinManor.esp

+

ELFX - NoVlindrelHall.esp

 

Fix:

Installation of ELFX-Fixes-Mod V6.3

+

Quick-Auto-Clean with SSE-Edit:

Quote

LOOT Masterlist Entries

  - name: 'ELFX - NoPlayerHomes.esp'
    dirty:
      - <<: *quickClean
        crc: 0x181ECD13
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        udr: 1
    clean:
      - crc: 0xB39F6E89
        util: 'SSEEdit v4.0.4'

Quote

LOOT Masterlist Entries

  - name: 'ELFX - NoHjerim.esp'
    clean:
      - crc: 0xEFC3B86E
        util: 'SSEEdit v4.0.4'
[00:00] Quick Clean mode finished.
[00:08] Background Loader: finished

Quote

LOOT Masterlist Entries

  - name: 'ELFX - NoBreezehome.esp'
    clean:
      - crc: 0x16B967BB
        util: 'SSEEdit v4.0.4'
[00:00] Quick Clean mode finished.
[00:08] Background Loader: finished

Quote

LOOT Masterlist Entries

  - name: 'ELFX - NoProudspireManor.esp'
    clean:
      - crc: 0x378FA7EE
        util: 'SSEEdit v4.0.4'
[00:00] Quick Clean mode finished.
[00:08] Background Loader: finished

Quote

LOOT Masterlist Entries

  - name: 'ELFX - NoHoneyside.esp'
    clean:
      - crc: 0x636D8DC1
        util: 'SSEEdit v4.0.4'
[00:00] Quick Clean mode finished.
[00:08] Background Loader: finished

Quote

LOOT Masterlist Entries

  - name: 'ELFX - NoSeverinManor.esp'
    clean:
      - crc: 0x328328C8
        util: 'SSEEdit v4.0.4'
[00:00] Quick Clean mode finished.
[00:06] Background Loader: finished

Quote

LOOT Masterlist Entries

  - name: 'ELFX - NoVlindrelHall.esp'
    clean:
      - crc: 0xB88AC75D
        util: 'SSEEdit v4.0.4'
[00:00] Quick Clean mode finished.
[00:08] Background Loader: finished

 

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@Skip, sorry, what bug exactly are you reporting? That ELFX - NoPlayerHomes.esp is reported as incompatible with the individual player home plugins? That's not a bug, ELFX - NoPlayerHomes.esp includes all of the individual player home plugins, so you shouldn't use it with the individual plugins. We also already have a message informing users of ELFX Fixes, & we already have all of that cleaning data. You can verify these things within LOOT.

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NSFW/very explicit content warning for the links

 
  - name: 'Devious Adventures.esp'
    url: [ 'https://www.loverslab.com/files/file/13563-devious-adventures-se/' ]
    dirty:
      - <<: *quickClean
        crc: 0xE2FB335C
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 45
    clean:
      - crc: 0x5123C55D
        util: 'SSEEdit v4.0.4'
	  - name: 'sanguinesDebauchery.esp'
    url: [ 'https://www.loverslab.com/topic/120107-skyrimlldeepbluefrog-mods-conversion-to-sse/page/93/#comment-3462553' ]
    dirty:
      - <<: *quickClean
        crc: 0xE71B7559
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 24
    clean:
      - crc: 0xA5D81F08
        util: 'SSEEdit v4.0.4'
	  - name: 'PaPunishmentPack1.esp'
    url: [ 'https://www.loverslab.com/topic/191420-prison-alternative-punishment-pack/' ]
    dirty:
      - <<: *quickClean
        crc: 0xF6FE33E7
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 13
    clean:
      - crc: 0xA3443A2D
        util: 'SSEEdit v4.0.4'
	  - name: 'PamaPrisonAlternative.esm'
    url: [ 'https://www.loverslab.com/files/file/17619-prison-alternative-a-modular-prison-system/' ]
    dirty:
      - <<: *quickClean
        crc: 0x5E731851
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 9
        udr: 3
    clean:
      - crc: 0x2564E7C1
        util: 'SSEEdit v4.0.4'
	  - name: 'PamaFurnitureScr.esp'
    url: [ 'https://www.loverslab.com/files/file/12508-pama%C2%B4s-deadly-furniture-scripts/' ]
    dirty:
      - <<: *quickClean
        crc: 0xE3750672
        util: '[SSEEdit v4.0.4](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 11
    clean:
      - crc: 0xA2791C45
        util: 'SSEEdit v4.0.4'
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  • 2 weeks later...
2 minutes ago, tigerseptim said:

Question: why is there a CMakeList file, but no CMakeFiles folder?

The build system files generated from the CMakeLists.txt are ignored by Git, including build/CMakeFiles - there's no need to commit them.

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3 hours ago, WrinklyNinja said:

The build system files generated from the CMakeLists.txt are ignored by Git, including build/CMakeFiles - there's no need to commit them.

Unless you get errors about the absence of said folder...

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Maybe a silly question, but I'm trying to figure out how to flag one of my mods in a way that LOOT or Wrye Bash will recognize that it needs to be loaded after any other plugin that makes changes to player homes, otherwise it will not work. And I don't mean user metadata, I mean a mod that I've made and published years ago and has thousands of downloads I just realized that even tho I put in the description it needs to be loaded as low as possible, most people who've downloaded it have probably never had it actually work for them because LOOT seems to load it fairly high up. Any help so that this can be fixed automatically for people?

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