sibir Posted October 23, 2022 Share Posted October 23, 2022 @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? Link to comment Share on other sites More sharing options...
Beermotor Posted October 24, 2022 Share Posted October 24, 2022 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. Link to comment Share on other sites More sharing options...
Beermotor Posted October 28, 2022 Share Posted October 28, 2022 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' Â 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' Â @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. Â Link to comment Share on other sites More sharing options...
sibir Posted October 29, 2022 Share Posted October 29, 2022 @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. Beermotor 1 Link to comment Share on other sites More sharing options...
Beermotor Posted October 29, 2022 Share Posted October 29, 2022 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  Link to comment Share on other sites More sharing options...
sibir Posted October 29, 2022 Share Posted October 29, 2022 You're welcome! Link to comment Share on other sites More sharing options...
VilanceD Posted October 31, 2022 Share Posted October 31, 2022 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!  Link to comment Share on other sites More sharing options...
sibir Posted October 31, 2022 Share Posted October 31, 2022 @VilanceD, thanks, added. Link to comment Share on other sites More sharing options...
VilanceD Posted November 11, 2022 Share Posted November 11, 2022 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 Link to comment Share on other sites More sharing options...
sibir Posted November 12, 2022 Share Posted November 12, 2022 @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. Link to comment Share on other sites More sharing options...
VilanceD Posted November 14, 2022 Share Posted November 14, 2022 @sibir Cool I just uploaded and activated Mechanist Lair. When you say NPVC and Nuke RR have unresolved refs where or how did you see that? Â Link to comment Share on other sites More sharing options...
sibir Posted November 15, 2022 Share Posted November 15, 2022 (edited) @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. Edited November 15, 2022 by sibir update Link to comment Share on other sites More sharing options...
VilanceD Posted November 15, 2022 Share Posted November 15, 2022 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. Link to comment Share on other sites More sharing options...
sibir Posted November 15, 2022 Share Posted November 15, 2022 Yeah, checking for errors is separate from cleaning. It's an option in the context menu when you right-click a plugin. Link to comment Share on other sites More sharing options...
VilanceD Posted November 15, 2022 Share Posted November 15, 2022 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] Â Â CELL \ RVIS - In PreVis File Of -> [01002FC2] < Error: Could not be resolved > I fixed it and am in process of uploading now. Â Link to comment Share on other sites More sharing options...
VilanceD Posted November 15, 2022 Share Posted November 15, 2022 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. Â Link to comment Share on other sites More sharing options...
next direction headphone Posted December 4, 2022 Share Posted December 4, 2022 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? Link to comment Share on other sites More sharing options...
sibir Posted December 5, 2022 Share Posted December 5, 2022 @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). Link to comment Share on other sites More sharing options...
Skip Posted December 17, 2022 Share Posted December 17, 2022 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  Link to comment Share on other sites More sharing options...
sibir Posted December 18, 2022 Share Posted December 18, 2022 @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. Link to comment Share on other sites More sharing options...
next direction headphone Posted December 19, 2022 Share Posted December 19, 2022 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' Link to comment Share on other sites More sharing options...
tigerseptim Posted December 30, 2022 Share Posted December 30, 2022 Question: why is there a CMakeList file, but no CMakeFiles folder? Link to comment Share on other sites More sharing options...
WrinklyNinja Posted December 30, 2022 Author Share Posted December 30, 2022 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. Link to comment Share on other sites More sharing options...
tigerseptim Posted December 30, 2022 Share Posted December 30, 2022 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... Link to comment Share on other sites More sharing options...
GrumpyOldNord Posted January 6, 2023 Share Posted January 6, 2023 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? Link to comment Share on other sites More sharing options...
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