WrinklyNinja Posted May 12, 2025 Author Posted May 12, 2025 On 5/8/2025 at 2:40 PM, doggexbay said: Hello, wondering if it's possible to view all custom rules that I've put in place? It's not possible to view them all in one place in the GUI, but you can open your userlist.yaml in a text editor to see them. It's in the relevant game subdirectory of %LOCALAPPDATA%\LOOT\games.
WillowArcane Posted May 12, 2025 Posted May 12, 2025 Hey there. So, since loot was recently updated to remove the skse vs sksevr error, I've been having an issue with an error saying I have an "ambiguous load order". Never in all the years using loot has this occurred and it also happens randomly, despite clicking the 'fix load order' option each time. Any ideas?
WrinklyNinja Posted May 12, 2025 Author Posted May 12, 2025 9 minutes ago, WillowArcane said: Hey there. So, since loot was recently updated to remove the skse vs sksevr error, I've been having an issue with an error saying I have an "ambiguous load order". Never in all the years using loot has this occurred and it also happens randomly, despite clicking the 'fix load order' option each time. Any ideas? For Skyrim SE and Skyrim VR the load order is ambiguous when there are installed plugins that aren't listed in Plugins.txt and aren't implicitly activated by the game, so next time when you get the dialog, try comparing what's in Plugins.txt with what's installed: that may help identify why the plugins aren't being listed.
stewartce Posted May 14, 2025 Posted May 14, 2025 (edited) Not sure if this is the right place, but I'm having problems getting LOOT to work with Vortex for Oblivion Remastered. I can chose the path in LOOT but it always revert to the original Oblivion mod list and ignores my Remastered list. Can anyone help with this? Edit: please disregard. Edited May 15, 2025 by stewartce I figured out that it is built-in and learned how to use it.
zhuabaobao123 Posted May 25, 2025 Posted May 25, 2025 May I ask how to make mods display dirty data, such as if these mods have it but Occlusion is not displayed
WrinklyNinja Posted May 28, 2025 Author Posted May 28, 2025 On 5/25/2025 at 5:18 PM, zhuabaobao123 said: May I ask how to make mods display dirty data, such as if these mods have it but Occlusion is not displayed I'm not sure I understand your question. LOOT can't check if a plugin is dirty itself, it can only compare plugin checksums against the checksums of known dirty plugins and display a message if a match is found. The known dirty plugin checksums are submitted by users as metadata to be included in the masterlist.
WrinklyNinja Posted June 7, 2025 Author Posted June 7, 2025 LOOT v0.26.1 released! The changelog can be found here. This release gains a few new filters and some more load order backup functionality, plus some theme/styling fixes and polish, and a couple of other fixes.
deaths_soul Posted August 14, 2025 Posted August 14, 2025 (edited) Hey guys, just wanted to give you a head's up that I've gone ahead and sunset BOSS after ten years. The Oblivion masterlist hadn't been updated in four years anyways. While maintenance made sense at the time as a stop-gap until the priority scores were introduced, there's no longer any reason for folks to use BOSS. That said, I've archived all the repos and directed them all to LOOT Edited August 14, 2025 by deaths_soul WrinklyNinja 1
WrinklyNinja Posted October 11, 2025 Author Posted October 11, 2025 LOOT v0.28.0 released! The changelog can be found here. This release adds the ability to hide individual messages, filter out messages that aren't new, and supports long paths (if you've configured Windows to enable them) and plugin symlinks (where the game can use them), along with a few other improvements. If you're wondering what happened to LOOT v0.27.x, I skipped over it to keep LOOT's version the same as its underlying libloot library. libloot has been almost completely rewritten since LOOT's last release, but you shouldn't notice much difference. 🤞 swe-divx and smr1957 1 1
Beermotor Posted November 14, 2025 Posted November 14, 2025 Submission The Frozen Heart - Quest Mod https://www.nexusmods.com/skyrimspecialedition/mods/159911 LOOT Masterlist Entries - name: 'ksws07_quest.esm' dirty: - <<: *quickClean crc: 0x7ECC2544 util: '[SSEEdit v4.1.5p](https://www.nexusmods.com/skyrimspecialedition/mods/164)' itm: 2 clean: - crc: 0x31CAD675 util: 'SSEEdit v4.1.5p'
sibir Posted November 14, 2025 Posted November 14, 2025 1 hour ago, Beermotor said: Submission The Frozen Heart - Quest Mod https://www.nexusmods.com/skyrimspecialedition/mods/159911 LOOT Masterlist Entries - name: 'ksws07_quest.esm' dirty: - <<: *quickClean crc: 0x7ECC2544 util: '[SSEEdit v4.1.5p](https://www.nexusmods.com/skyrimspecialedition/mods/164)' itm: 2 clean: - crc: 0x31CAD675 util: 'SSEEdit v4.1.5p' Done, thanks for the report.
Lubaba Posted January 5 Posted January 5 Hi, recently, I keep getting problem with LOOT, it keeps cancelling updating of the masterlist. Error log say: Error while checking for LOOT updates: unexpected HTTP response status code: 0. Response body is: [01:14:25.647616] [error]: Network error code 5, description is: Operation canceled I tried everything, LOOT is allowed as exception in my firewall and antivirus, my internet is working, I even tried to uninstall and install the latest version again but it refuses to work and I don't know what to do.
WrinklyNinja Posted January 5 Author Posted January 5 10 hours ago, Lubaba said: Hi, recently, I keep getting problem with LOOT, it keeps cancelling updating of the masterlist. Error log say: Error while checking for LOOT updates: unexpected HTTP response status code: 0. Response body is: [01:14:25.647616] [error]: Network error code 5, description is: Operation canceled I tried everything, LOOT is allowed as exception in my firewall and antivirus, my internet is working, I even tried to uninstall and install the latest version again but it refuses to work and I don't know what to do. Are you able to access the masterlist URL in your web browser, e.g. does https://raw.githubusercontent.com/loot/skyrimse/refs/heads/v0.26/masterlist.yaml work?
Lubaba Posted January 5 Posted January 5 (edited) 13 hours ago, WrinklyNinja said: Are you able to access the masterlist URL in your web browser, e.g. does https://raw.githubusercontent.com/loot/skyrimse/refs/heads/v0.26/masterlist.yaml work? Yes, I am able to access the masterlist URL in my web browser. Edit: got same problem with Vortex, somebody told me that it can be fixed by installing VPN so I tried it, it fixed LOOT too. Edited January 6 by Lubaba new info.
WrinklyNinja Posted April 11 Author Posted April 11 LOOT v0.29.0 released! The changelog can be found here. With this release LOOT looks a little different on Windows, and as a result the default theme can now be used in light and dark modes, optionally following the system theme. LOOT is also now able to correctly handle some new plugins introduced in the latest Starfield update and its new Terran Armada DLC, along with other bug fixes and improvements.
WrinklyNinja Posted April 18 Author Posted April 18 LOOT v0.29.1 released! The changelog can be found here. This is mostly a few bugfixes, though there are a few new warnings for Starfield blueprint and BlueprintShips plugins that "look wrong" (see the changelog for details), and LOOT will no longer add blueprint or BlueprintShips plugins to plugins.txt, since Starfield will just remove them when it starts.
stewcanoe Posted April 20 Posted April 20 Hello! I am having a problem with LOOT w/r/t a set of mods on OpenMW: Bardcraft should be, according to the mod author, loading after SkillsFramework, not before it. How may I solve this while still keeping LOOT working?
WrinklyNinja Posted April 20 Author Posted April 20 4 hours ago, stewcanoe said: Hello! I am having a problem with LOOT w/r/t a set of mods on OpenMW: Bardcraft should be, according to the mod author, loading after SkillsFramework, not before it. How may I solve this while still keeping LOOT working? The masterlist load after rule is trying to enforce what the load order says, and I think the hardcoded rule is coming from your OpenMW config - if I'm remembering correctly, all the plugins that are listed in the OpenMW config files apart from those that are only in the last-loaded config file get treated as being "hardcoded" to load early, because only the last config file is the user-specific config file. What openmw.cfg files do you have? I'd expect one in "C:\Program Files\OpenMW 0.50.0" (or whatever your version of OpenMW is) and another in "Documents\My Games\OpenMW", and only the latter should contain any content= entries. stewcanoe 1
stewcanoe Posted April 22 Posted April 22 On 4/20/2026 at 3:35 PM, WrinklyNinja said: The masterlist load after rule is trying to enforce what the load order says, and I think the hardcoded rule is coming from your OpenMW config - if I'm remembering correctly, all the plugins that are listed in the OpenMW config files apart from those that are only in the last-loaded config file get treated as being "hardcoded" to load early, because only the last config file is the user-specific config file. What openmw.cfg files do you have? I'd expect one in "C:\Program Files\OpenMW 0.50.0" (or whatever your version of OpenMW is) and another in "Documents\My Games\OpenMW", and only the latter should contain any content= entries. Thank you for the reply! And in great time--quicker than my own reply. In my "C:\Modding\OpenMW" folder, my openmw.cfg indeed has "content=" entries for all the .esp files. While the openmw.cfg in "Documents\My Games\OpenMW" has content= for all the .omwscripts and .omwaddon files. How might I rectify that? (I suppose I could change all my .omwscripts and .omwaddon files to have the .esp ending, if that's helpful for LOOT, so that they are all considered at the same time. Tho that seems inelegant/wrong somehow.)
WrinklyNinja Posted April 23 Author Posted April 23 8 hours ago, stewcanoe said: Thank you for the reply! And in great time--quicker than my own reply. In my "C:\Modding\OpenMW" folder, my openmw.cfg indeed has "content=" entries for all the .esp files. While the openmw.cfg in "Documents\My Games\OpenMW" has content= for all the .omwscripts and .omwaddon files. How might I rectify that? (I suppose I could change all my .omwscripts and .omwaddon files to have the .esp ending, if that's helpful for LOOT, so that they are all considered at the same time. Tho that seems inelegant/wrong somehow.) I think the openmw.cfg in Modding is being loaded before the one in My Games, and the "content" entries are listed in the order they're read, which is why you're seeing LOOT put Bardcraft.esp before SkillFramework.omwscripts. I think that's right, but does the OpenMW Launcher's Content Files tab show a different order to LOOT? Moving the content entries for your esp/esm files to your My Games openmw.cfg and listing them so that Bardcraft.esp's entry is below SkillFramework.omwscripts should fix your issue, and also mean that LOOT will be able to change the load order of your esp/esm files, because LOOT basically treats only the openmw.cfg that's in My Games as editable. stewcanoe 1
stewcanoe Posted April 26 Posted April 26 On 4/23/2026 at 3:25 AM, WrinklyNinja said: I think the openmw.cfg in Modding is being loaded before the one in My Games, and the "content" entries are listed in the order they're read, which is why you're seeing LOOT put Bardcraft.esp before SkillFramework.omwscripts. I think that's right, but does the OpenMW Launcher's Content Files tab show a different order to LOOT? Moving the content entries for your esp/esm files to your My Games openmw.cfg and listing them so that Bardcraft.esp's entry is below SkillFramework.omwscripts should fix your issue, and also mean that LOOT will be able to change the load order of your esp/esm files, because LOOT basically treats only the openmw.cfg that's in My Games as editable. Unfortunately, this is not a solution because something is, when I export data from MO2, rewriting both .cfg files. I copied the .esp's to My Games openmw.cfg, and LOOT still took hardcoding umbrage with the .cfg esps from C:\Modding. So I deleted the content files from .cfg of C:\Modding. This allowed LOOT to work like a charm. I then copied the produced order from My Games to C:\Modding, as the OpenMW launcher would not detect the list otherwise (as I discovered attempting to launch the game). However, attempting to launch OpenMW from this point led to...nothing. Not even an error warning. The game simply refused to run at all from the launcher or directly via the .exe. If I get rid of the content=.omwscripts/.omwaddon lines from the C:\Modding file, that seems to let the game start. But doing so automatically shunts all those files behind the .esps because of the hardcoding, and my launcher won't let me drag any .omw files above the .esps because of said hardcoding. If I delete all the content= lines from C:/modding .cfg, then I have no proper load order in the launcher, and would have to create the load order by hand again. So...what weird circle is going on here? Have I reached the point where I need to contact the OpenMW folks?
WrinklyNinja Posted April 26 Author Posted April 26 8 hours ago, stewcanoe said: Unfortunately, this is not a solution because something is, when I export data from MO2, rewriting both .cfg files. I copied the .esp's to My Games openmw.cfg, and LOOT still took hardcoding umbrage with the .cfg esps from C:\Modding. So I deleted the content files from .cfg of C:\Modding. This allowed LOOT to work like a charm. I then copied the produced order from My Games to C:\Modding, as the OpenMW launcher would not detect the list otherwise (as I discovered attempting to launch the game). However, attempting to launch OpenMW from this point led to...nothing. Not even an error warning. The game simply refused to run at all from the launcher or directly via the .exe. If I get rid of the content=.omwscripts/.omwaddon lines from the C:\Modding file, that seems to let the game start. But doing so automatically shunts all those files behind the .esps because of the hardcoding, and my launcher won't let me drag any .omw files above the .esps because of said hardcoding. If I delete all the content= lines from C:/modding .cfg, then I have no proper load order in the launcher, and would have to create the load order by hand again. So...what weird circle is going on here? Have I reached the point where I need to contact the OpenMW folks? I'm having a hard time understanding your setup, could you share some more info and the openmw.cfg files as they are when OpenMW is happy with them? For example, I've got: OpenMW installed at "C:\Program Files\OpenMW 0.50.0", with this openmw.cfg. The significant entries in that are: data-local="?userdata?data" user-data="?userdata?" config="?userconfig?" resources=./resources data=./resources/vfs-mw An OpenMW folder at "C:\Users\username\Documents\My Games\OpenMW" containing openmw.cfg. The significant entries in that are: data="C:\Games\Steam\steamapps\common\Morrowind\Data Files" content=Morrowind.esm content=Tribunal.esm content=Bloodmoon.esm A Morrowind install at "C:\Games\Steam\steamapps\common\Morrowind" which has no openmw.cfg, but which is referenced in the second file above. If I make changes to the load order of active plugins using the OpenMW Launcher, the content entries in "C:\Users\username\Documents\My Games\OpenMW/openmw.cfg" are updated. The same happens if I change their load order using LOOT.
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