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skyrimse's Introduction

LOOT

CI Documentation Status Translation status

Introduction

LOOT is a plugin load order optimiser for:

  • Starfield
  • The Elder Scrolls III: Morrowind
  • The Elder Scrolls IV: Oblivion
  • The Elder Scrolls V: Skyrim
  • The Elder Scrolls V: Skyrim Special Edition (and Anniversary Edition)
  • The Elder Scrolls V: Skyrim VR
  • Fallout 3
  • Fallout: New Vegas
  • Fallout 4
  • Fallout 4 VR
  • Nehrim: At Fate's Edge
  • Enderal: Forgotten Stories
  • Enderal: Forgotten Stories (Special Edition)

LOOT can automatically calculate a load order that satisfies all plugin dependencies and maximises each plugin's impact on your game. It can also detect many issues, and provides a large number of plugin-specific usage notes, warnings and Bash Tag suggestions for Wrye Bash.

While LOOT can correctly handle the vast majority of plugins without help, some plugins need additional metadata to be sorted correctly. LOOT has a masterlist of metadata for each supported game, and you can add more to customise LOOT's behaviour.

LOOT helps make using mods easier, and you should still possess a working knowledge of mod load ordering. See Introduction To Load Orders for an overview.

Downloads

Releases are hosted on GitHub. Linux users should install LOOT from Flathub.

Snapshot builds are available as artifacts from GitHub Actions runs, though they are only kept for 90 days and can only be downloaded when logged into a GitHub account. To mitigate these restrictions, snapshot build artifacts include a GPG signature that can be verified using the public key hosted here, which means it's possible to re-upload the artifacts elsewhere and still prove their authenticity.

The snapshot build artifacts are named like so:

loot_<last tag>-<revisions since tag>-g<short revision ID>_<branch>-<platform>.<file extension>

Snapshot builds are also provided as single-file Flatpak bundles, which can be installed like so:

flatpak --user install ~/Downloads/loot.flatpak

You may also want to install the Adwaita theme:

flatpak install flathub org.kde.KStyle.Adwaita//6.7

Building LOOT

Windows

Refer to .github/workflows/release.yml for the build process.

The GitHub Actions workflow assumes that CMake, curl, gettext, Git, Inno Setup 6, Python, Visual Studio 2019 and 7-zip are already installed.

vslavik's precompiled Gettext binaries are probably the easiest way to get an up-to-date version of Gettext on Windows.

Linux

Refer to .github/workflows/ci.yml's flatpak job for the build process.

Building the Flatpak is relatively self-contained and should only need the following installed:

  • git
  • flatpak
  • flatpak-builder
  • python, pip and venv

Your Linux distribution may package Python, pip and venv separately.

Not all LOOT's features have been implemented for Linux builds. Issues labelled linux on LOOT's issue tracker cover such missing features where they can be implemented.

CMake Variables

LOOT uses the following CMake variables to set build parameters:

Parameter Values Default Description
LIBLOOT_URL A URL A GitHub release archive URL The URL to get the libloot release archive from. By default, this is the URL of a libloot release archive hosted on GitHub. Specifying this is useful if you want to link to a libloot that was built and packaged locally.
LOOT_BUILD_TESTS ON, OFF ON Whether or not to build LOOT's tests.
LOOT_RUN_CLANG_TIDY ON, OFF OFF Whether or not to run clang-tidy during build. Has no effect when using CMake's MSVC generator.
MINIZIP_NG_URL A URL A release archive URL The URL to get a source archive from.
OGDF_URL A URL A release archive URL The URL to get a source archive from.
VALVE_FILE_VDF_URL A URL A GitHub commit archive URL The URL to get a source archive from.
ZLIB_URL A URL A release archive URL The URL to get a source archive from.

The URL parameters can be used to supply a local path if the archive has already been downloaded (e.g. for offline builds).

You may also need to set BOOST_ROOT if CMake cannot find Boost, and Qt6_ROOT (e.g. to C:/Qt/6.7.2/msvc2019_64) if CMake cannot find Qt.

Building The Documentation

The documentation is built using Sphinx. Install Python and make sure it's accessible from your PATH, then run:

py -m venv .venv
.venv\Scripts\activate
pip install -r docs/requirements.txt
sphinx-build -b html docs build/docs/html

If running on Linux, replace .venv\Scripts\activate with .venv/bin/activate.

Alternatively, you can use Docker to avoid changing your development environment, by running docker run -it --rm -v ${PWD}/docs:/docs/docs:ro -v ${PWD}/resources:/docs/resources:ro -v ${PWD}/build:/docs/build sphinxdoc/sphinx:7.1.2 bash to obtain a shell that you can use to run the two commands above.

Packaging Releases

Packaging scripts are provided for creating an installer on Windows and compressed archives on Windows and Linux.

Run the scripts/installer.iss Inno Setup script to build an installer executable in the build folder. If the unofficial Korean, Swedish and Simplified Chinese Inno Setup translation files are installed alongside the official translation files, then the installer script will also offer those language options. If they are not found, the installer will be built without them.

The archive packaging script requires Git, and on Windows it also requires 7-Zip, while on Linux it requires tar and xz. It can be run using python scripts/archive.py, and creates an archive for LOOT in the build folder. The archives are named as described in the Downloads section above.

The archive packaging script calls windeployqt.exe when run on Windows: it must be accessible from your PATH.

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skyrimse's Issues

Whitrun Valley - Incorrect Load Order

Tkohr

dont know where to report i do it here, loot does the following load order wrong,

Landscpape fixes for Grass Mods
Veydosebrom - Grasses and Groundcovers
Whitrun Valley

correct loadorder is

Veydosebrom - Grasses and Groundcovers
Landscpape fixes for Grass Mods
Whitrun Valley

perhaps you can fix it.

Bells of Skyrim - OCS+ICAIO Patch cyclic

Failed to sort plugins. Details: Cyclic interaction detected between "Bells of Skyrim - OCS+ICAIO Patch.esp" and "Alternate Start - Live Another Life.esp".
Back cycle: Alternate Start - Live Another Life.esp, Alternate Start -- New Beginnings.esp, Immersive Citizens - OCS patch.esp, Bells of Skyrim - OCS+ICAIO Patch.esp

Bells of Skyrim Posts

Location Overhauls - Compatibility Notes

LOOT won't sort Skyrim SE

LOOTDebugLog.txt

I am in the beginning of Modding Skyrim SE (Using Mod Organizer 2.1.2 and LOOT 0.12.5), I have run LOOT and it simply doesn't do anything to my load order. Obviously, I have manually moved some plugins and it doesn't help. The ONLY thing that makes it do any replacement is between:
Unofficial Skyrim Special Edition Patch
and
Skyrim Project Optimization SE (Probably because this is an ESM file...)

Please help!

Wont recognize game

Since downloading the latest version of LOOT it will no longer detect my games. I use windows 10 and downloaded LOOT using the installer, as I have done in the past.

Realistic Lighting Overhaul SSE

Realistic Lighting Overhaul SSE

We should ensure that the plugins from this mod will load in the following order (as laid out here):

Realistic Lighting Overhaul - Major City Interiors.esp
Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp
Realistic Lighting Overhaul - Major City Exteriors.esp
Realistic Lighting Overhaul - Dawnguard Interiors.esp
Realistic Lighting Overhaul - Dungeons.esp
Realistic Lighting Overhaul - Weathers.esp
Realistic Lighting Overhaul - Dawnguard Weathers.esp
RLO - Major City Exteriors - No Guard Torches.esp

Multiple Cyclical Interactions with Alternate Start

Know Your Enemy - Morrowloot Ultimate Patch:
Cyclic interaction detected between "kye_mlu_patch.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Alternate Start LAL TKAA Patch.esp, Immersive Citizens - AI Overhaul.esp, Bells of Skyrim - ICAIO Patch.esp, MLU.esp, kye_mlu_patch.esp

Improved Closedfaced Helmets:
Cyclic interaction detected between "imp_helm_legend.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Alternate Start LAL TKAA Patch.esp, Immersive Citizens - AI Overhaul.esp, Bells of Skyrim - ICAIO Patch.esp, MLU.esp, imp_helm_legend.esp

Improved Closedfaced Helmets - MLU Patch:
Cyclic interaction detected between "MLU - Improved Closefaced Helmets.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Alternate Start LAL TKAA Patch.esp, Immersive Citizens - AI Overhaul.esp, Bells of Skyrim - ICAIO Patch.esp, MLU.esp, imp_helm_legend.esp, MLU - Improved Closefaced Helmets.esp

Sweet as Honeyside

Load Order's need adjustment for Sweet as Honeyside.

  • ELFX has a patch for this to remove the lighting changes.
  • @Arthmoor Alternative Start reverts to master lighting changes by Honeyside.

If no objection in 7 days I'll update the master as follows per Author's Description:
ELFX - NoHoneyside.esp
Alternate Start - Live Another Life.esp
Honeyside.esp

v0.3 Cyclic interaction when sorting with Default settings & masterlist

Failed to sort plugins. Details: Cyclic interaction detected between "MLU.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, RealisticWaterTwo.esp, MLU.esp

When I change either Realistic water to morrowloots group or MLU to default it completes the sort.

I'm assuming this is because Alt start has priority over MLU, while MLU has priorty over RWT. But RWT is set to load after alt start.

Add version checks for SkyrimSE.exe & skse64_loader

As suggested in issue #48 by @Arthmoor

This probably needs to be looked at again to provide for exe versions and SKSE64 loader versions in the same way the Fallout 4 list currently is since both are likely to change again in the future.

@Arthmoor Unable to get the true version of the SKyrimSE.exe at the moment. Quoting @WrinklyNinja

Given that the executable version doesn't reflect the game version, I think it's pointless checking it. You could check the CRC instead, but I don't know if different regions get different executables (which would all have different CRCs)...

"Ordinator" and "Scoped Bows"

Enai Siaion wrote:

This mod seems to sort Scoped Bows after Ordinator so it breaks the archery tree and I get a million complaints that Ordinator has a bug.

Mods in question are:
Ordinator - Perks of Skyrim
Scoped Bows SE

Both mod authors further discussed this here, and the mod description of Scoped Bows now reads:

Ordinator - Perks of Skyrim ...is perfectly compatible with Scoped Bows! Just don't use the optional "Eagle Eye Tweak" that comes with Scoped Bows!

Therefore, could we warn users to not use "ScopedBows_EagleEyeTweak.esp" if "Ordinator - Perks of Skyrim.esp" is used?

Having ERROR

CEFDebugLog.txt

[0512/152408:ERROR:main_delegate.cc(752)] Could not load cef_extensions.pak

LOOTDebugLog.txt

[15:24:09] [warning]: Blocking load of resource at https://fonts.googleapis.com/css?family=Roboto:400,300,300italic,400italic,500,500italic,700,700italic
[15:24:09] [warning]: Blocking load of resource at https://fonts.googleapis.com/css?family=Roboto+Mono:400,700
[15:24:09] [error]: boost::filesystem::status: The name of the file cannot be resolved by the system: "D:\Steam\steamapps\common\Skyrim Special Edition\Data\meta.ini"
[15:24:19] [error]: boost::filesystem::status: The name of the file cannot be resolved by the system: "D:\Steam\steamapps\common\Skyrim Special Edition\Data\meta.ini"

For some reason LOOT doesnt like anything in my data folder. I delete something what causes an error just basic SSE mods and new errors come from other mods to the debug log.

Load Order Issue

Immersive Sounds - Compendium.esp should be loaded after Reverb and Ambience Overhaul - Skyrim.esp, not before.

Used LOOT to sort mods, now merchants in game are bugged

I heard of LOOT from one of the mods that I'd downloaded for Skyrim SE, so since I'd been having a hassle sorting and organizing my game's mods on my own, I decided to give it a try since it seemed like it could figure out what was best. So I downloaded LOOT, ran it for Skyrim SE, and let it sort my mods out for me.

It worked very well, I couldn't find any real issues with my game after using it, except one major one. Whenever I go to talk to a merchant, I will ask what they're selling so that they'll open the trading window. Only when I press that dialogue option, they'll say their phrase "A bit of this and a bit of that" or what have you, but then the dialogue window will reset without actually opening the trade window. I can back out and move on with my life easily enough, but the inability to trade with merchants when I'm so early on in my game is a major issue.

This is my first time writing in about something like this, I'm not fully sure what the process would be, whether I need to put up my whole list of mods, load order, or whatever. All I know is that I haven't downloaded many mods recently that should affect NPC behavior. It was only after using LOOT to sort did I have this issue. So I'm hoping that I'll be able to find a solution for it.

Loot Dont Sort Pluguin

So first, I'm French, so please do not be angry if I speak bad English

My problem is here for 2-3 months, every time I try to sort the plugins, Loot places it in the appropriate loader in the "loot application" but not in NMM. So I have to watch if each plugin is in the right place. It still seems pretty capricious but when you have more than 230 plugins it's not very funny to do every time you install a mod. So do you think you could help me?

I hope you will anser fast

Oceato

Arthmoors mods - Update existing and add missing mods

https://afkmods.iguanadons.net/index.php?/topic/5042-relz-loot-load-order-optimisation-tool/&do=findComment&comment=173267

- Alternate Start - Live Another Life fe46a3e
- Ars Metallica - Smithing Enhancement no update required
- Bring Out Your Dead 56fa384
- Castle Volkihar Rebuilt c531c3e
- Cutting Room Floor 622e591
- Dawnguard map markers ff242b5
- Dolmen Ruins - ESO Dark Anchors 63e2d1c
- Dragon Claw Stands
- ESO Skyshards f9becdd
- Gildergreen Regrown 5e96061
- Oblivion Gates in Cities e361211
- Open Cities Skyrim b1d3a12
- Provincial Courier Service 514adf8
- Run For Your Lives 2ce1ebf
- Shadowmarks bf48c26 9f94f97
- Storefront 9f94f97
- The Paarthurnax Dilemma 7065703

Add dirty plugin info for updated official .esm's

Currently LOOT doesn't display the dirty plugin info for the official .esm's (since patch 1.5.16 updated them). The new results while cleaning with SSEEdit v3.2.1 (revision 4455432) are:

Update.esm
- crc: 0x3f56d693
itm: 228
udr: 91

Dawnguard.esm
- crc: 0xbfba5a40
itm: 621
udr: 82
nav: 57

HearthFires.esm
- crc: 0xeb21f448
itm: 178
udr: 11
nav: 5

Dragonborn.esm
- crc: 0x32e19c49
itm: 69
udr: 8
nav: 1

not working

Loot is not working I try to use it but it keeps on giving me an error LOOTDebugLog.txt message how can I fix it
PS: I'm playing Skyrim SE

LOOT 13.1 Cyclic Interaction

LOOTDebugLog.txt

It says a cyclic interaction detected between RealisticWaterTwo++Verdant+Patch.esp and ELE_SSE.esp. Back cycle: ELE_SSE.esp, Qw_ELE_CRF Patch.esp, RealisticWaterTwo.esp, RealisticWaterTwo++Verdant+Patch.esp.

Error code 12 when updating the masterlist

I created an entry for SkyrimSE in the settings for LOOT. When I update the masterlist, I get "Error code 12; Failed to update the masterlist. Details: An error occurred while trying to read information on the updated masterlist. If this error happens again, try deleting the ".git" folder in C:\Users\User\AppData\Local\LOOT\SkyrimSE."

Change license to Creative Commons Zero

I would like to relicense the LOOT masterlists/repositories to be under the Creative Commons Zero license (effectively submit them to the public domain). See loot/loot.github.io#61 for more thoughts on this.

@MaddBomber83, @Sharlikran, @WrinklyNinja, @flatwhatson, @ExE-Boss, @Kinaga, @Arthmoor if you agree with moving to this much more free license, please write a comment confirming this.

Palaces and Castles Enhanced SSE LOOT

Palaces and Castles Enhanced SSE

From the Author (SetteLisette):

Hi! No worries for the delay as I completely understand that you have priorities. as we all do!

Thank you so much for your continuous support. Yes, as you pointed out, the lighting mods that I list bellow should be loaded before my mod.

Realistic Lighting Overhaul (http://www.nexusmods...yrim/mods/30450)
Enhanced Lights and FX (http://www.nexusmods...yrim/mods/27043)
Relighting Skyrim (http://www.nexusmods...yrim/mods/17609)
Shadows (http://www.nexusmods...yrim/mods/50855)
Enhanced Lighting for ENB (ELE) - LITE (http://www.nexusmods...yrim/mods/59733)
Volrath Enhanced Lights and Fixes - VELF (http://www.nexusmods...yrim/mods/19933)
In addition to that, any mods that add objects to the changed interiors should be loaded before my mod. If it's just a sweetroll then not a big deal, but if bigger objects like paintings and tables are added by other mods, I'd say they cause conflicts. So the following mods should also be loaded before my mod.
Faction Crossbows (http://www.nexusmods...yrim/mods/58704)
Legendary Skyrim Crossbows (http://www.nexusmods...yrim/mods/82171)
Snazzy Furniture and Clutter Overhaul (http://www.nexusmods...yrim/mods/76307)
Any editions of Morrowloot
Requiem (http://www.nexusmods...yrim/mods/19281)
Skyrim Unique Treasures (http://www.nexusmods...yrim/mods/12766)
BadGremlins Something Fishy (http://www.nexusmods...yrim/mods/63537)
Legacy of the Dragonborn (http://www.nexusmods...yrim/mods/52248)
T3nd0's Perkus Maximus "The Mage Module" (http://www.nexusmods...yrim/mods/59849)
Populated Skyrim HELL EDITION (http://www.nexusmods...yrim/mods/73315)
Populated Skyrim Prisons Cells Reborn (http://www.nexusmods...yrim/mods/73194)
Populated Prisons (http://www.nexusmods...yrim/mods/33141)
Solitude Dome Paintings (http://www.nexusmods...yrim/mods/64549)
Cutting Room Floor (http://www.nexusmods...yrim/mods/47327)
Interesting NPCs (http://www.nexusmods...kyrim/mods/8429)
Inconsequential NPCs (http://www.nexusmods...rim/mods/36334/)
Ovens and Churns of Skyrim (http://www.nexusmods...yrim/mods/41809)
Skyrim Ovens for Hearthfire (http://www.nexusmods...yrim/mods/26814)
The following mods contain Navmesh edits so NEED to be loaded before my mod, or the NPCS in palaces and keeps will have hard time getting to destinations and in worst cases CTDs might occur.
Riften - Thief Edition (http://www.nexusmods...yrim/mods/31669)
Solitude - Capital Edition (http://www.nexusmods...yrim/mods/52117)
Skyrim Sewers 4 (http://www.nexusmods...yrim/mods/14351)
Solitude Reborn (http://www.nexusmods...yrim/mods/63685)
Thane rooms in each Jarlhouse (http://www.nexusmods...yrim/mods/80136)
The Vaults Of Skyrim (http://www.nexusmods...yrim/mods/53977)
Skyrim Underground (http://www.nexusmods...yrim/mods/75004)
Holds The City Overhaul (http://www.nexusmods...yrim/mods/74638)
Historical Revival - The Roman Era (http://www.nexusmods...yrim/mods/32988)

...This is all I could come up with. =D

Unable to update masterlist: there is an issue

So I used this masterlist for skyrim special edition and this happened. Thought I'd let you guys know.
"Masterlist revision 2406b3b: yaml-cpp: error at line 15, column 5: bad conversion. The latest masterlist revision contains a syntax error, LOOT is using the most recent valid revision instead. Syntax errors are usually minor and fixed within hours."

Cyclic Interaction - Flower Girls / Alternate Start

When trying to sort list i get a cyclic interaction issue between Alternate Start - Live Another Life and Flower Girls, also including in it Relationship dialogue overhaul
"
Cyclic interaction detected between plugins "FlowerGirls SE.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Relationship Dialogue Overhaul.esp, FlowerGirls SE.esp
"
when i try to see if removing the load after metadata works it doesn't register

this issue was not happening as of the last masterlist as all 3 mods have been with me since i last used loot less then 3 weeks ago

[Meta Data Update] JK's Skyrim - Requested changes by mod author.

Bring out your dead

  • Remove Load after JKs Skyrim from Bring out your dead.esp entry.

JK's Skyrim

  • A patch is now provided for Bring out your dead.esp in JK's Skyrim - Arthmoor's Patch Pack on the JK's Skyrim mod page. The JK's Skyrim - Arthmoor's Patch Pack contains a standalone and a merged file.
  • Add message if neither JKs Skyrim_BOYD_Patch.esp or JKs Skyrim_Arthmoor All_Patch.esp is active with Bring out your dead.esp & JKs Skyrim active.
  • Disable check for JKS_Holidays_Patch.esp if Dawn of Skyrim is installed.
    JKS_DoS_Holidays_Patch.esp should be used instead.

JK's Skyrim - Dawn of Skyrim - Patch

  • Add check for JKS_DoS_Holidays_Patch.esp when Holidays.esp & JKs Skyrim_Dawn of Skyrim_Patch.esp are active.

[New Entry] Shezrie's Old Hroldan Town - Requested AFKmods

https://afkmods.iguanadons.net/index.php?/topic/5042-relz-loot-load-order-optimisation-tool/&do=findComment&comment=173261

(Required Fields *)
Mod Name: Shezrie's Old Hroldan Town Ver 2.2 SE
URL: 'https://www.nexusmods.com/skyrimspecialedition/mods/7857/'
Plug-in name*: 'ShezrieOldHroldanVer2.esp'
Group: Default
version: v2.2
CRC32: 0x9E66B431
Form Version: 44
Masters require sorting: Yes
CRC32 after master sort: 0x600E8FE9
Cleaning Report: (ITM: 1,UDR: 0, NAV: 0)
CRC32 post cleaning no sort: 0x4735D188
CRC32 post cleaning with masters sorted: 0x22DAD810
Wild edits: N\A
Errors: N\A
Bash Tags suggestions: 
Current( ) ADD(C.Light, Graphics,Invent ) REMOVE(C.Water,C.Acoustic,C.Regions )
Load after:

Problem with FlowerGirls and Relatiopnship Dialog Overhaul order

Latest update 0.10.03 /
Masterlist Revision a688e66
Masterlist Date 2017-03-04
Don't take in consideration that Flower Girls must be After Relationship Dialogue Overhaul.

Author of Flower Girls (Xiderpunk) say
Flower Girls (FG) alters some lines of dialogue which are also effected by Relationship Dialogue Overhaul (RDO). Please ensure Flower Girls is AFTER RDO in your load order.

NMM 0.63.13 / win10pro x64

In mine configuration LOOT put FG in position 59 and RDO in 123.

CEFDebugLog.txt
LOOTDebugLog.txt

Cyclic interaction detected between "ELFX - Hardcore.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Immersive Citizens - AI Overhaul.esp, CFTO.esp, CFTO-CoveredCarriages.esp, ELFX - Hardcore.esp

[10:23:52.690564] [warning]: Chromium console message: Styling master document from stylesheets defined in HTML Imports is deprecated, and is planned to be removed in M65, around March 2018. Please refer to https://goo.gl/EGXzpw for possible migration paths.
[10:23:52.740135] [warning]: Blocking load of resource at https://fonts.googleapis.com/css?family=Roboto+Mono:400,700|Roboto:400,300,300italic,400italic,500,500italic,700,700italic
[10:24:01.168015] [error]: "Immersive Citizens - AI Overhaul.esp" is incompatible with "tpos_ultimate_esm.esp", but both are present.
[10:24:22.353514] [error]: Failed to sort plugins. Details: Cyclic interaction detected between plugins "ELFX - Hardcore.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Immersive Citizens - AI Overhaul.esp, CFTO.esp, CFTO-CoveredCarriages.esp, ELFX - Hardcore.esp
[10:24:22.388134] [error]: Chromium console message from http://loot/ui/app.bundle.js at line 1: Error: Failed to sort plugins. Details: Cyclic interaction detected between "ELFX - Hardcore.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Immersive Citizens - AI Overhaul.esp, CFTO.esp, CFTO-CoveredCarriages.esp, ELFX - Hardcore.esp
at J.e.then.then.then.e (http://loot/ui/app.bundle.js:1:481687)

Loot detects Old original skyrim and the new Special edition skyrim but i only have the special edition skyrim installed

Title says it all really. I have no idea why but loot detects the old skyrim even though i don't have it installed, I only have the special edition installed. When i click the original old skyrim it has all the mods i have for special edition listed as well as the skyrim and dlc esms but without any tags of anything because i don't have the master list ( or even the game installed).

Loot seems to work fine for my SE Skyrim but i don't really get why it's doing this.
Since i plan on installing oldrim in order to play enderal i really don't want to put my modded special edition in jeopardy by loot getting the two mixed up and since loot is pretty invaluable to get things working properly i'd really appreciate some insight on this oddity.
Thanks for any help you can give

Cyclic interaction error involving Immersive Citizens and Live Another Life

Reported by @ArtaiosGreybark in PR #82:

Load ICAO After LAL
Failing that will cause a cyclic interaction between "Bells of Skyrim - ICAIO Patch.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Alternate Start LAL TKAA Patch.esp, Immersive Citizens - AI Overhaul.esp, Bells of Skyrim - ICAIO Patch.esp as per master list (no user meta data!).

LAL edits seem to also have been integrated with ICAO since 0.39a: https://www.nexusmods.com/skyrimspecialedition/mods/173?tab=posts

This probably has the same root cause as loot/libloot#21. Adding after metadata so ICAIO loads after LAL fixes the issue, but it may be better to also/instead change ICAIO's group.

Weather mods

## Vivid Weathers Definitive Edition Updates ADDED #196

Compatibility info

Vivid Weathers have built-in compatibility with:

  • Frostfall

Vivid Weathers is compatible with Interior Lighting mods such as:

  • Enhanced Lighting for ENB - ELE
  • Realistic Lighting Overhaul (do NOT use the weather module with VW)
  • ELFX (do NOT use the weather module with VW)

The following mods offer compatibility patches for Vivid Weathers on their own page:

  • Darker Nights

Vivid Weathers is not compatible with other weathers overhaul

Make sure you load Vivid Weathers after any mod altering Ambient Sounds and Weather Distribution.
Load Vivid Weathers after Wet & Cold (for weather distribution in Solstheim).

Load After

Wet & Cold
Patch required.

Load Before

A Quality World Map

Incompatible mods
Incompatible mods - Patch provided
Incompatible mods - Patches available.

Cleaning Info

Version 2.30
Util: xEdit 3.2.1

Dirty Plug-ins
  • Vivid WeathersSE.esp 6065FD6C 6 itm
  • Vivid Weathers SE - Classic.esp F1A0B710 18 ITM
Clean
  • Vivid WeathersSE.esp 676197A6

  • Vivid Weathers SE - Classic.esp F7A0E586

  • Vivid Weathers - Extended Rain.esp D1472C2B

  • Vivid Weathers SE - Extended Snow.esp DDF64958

  • Vivid Weathers SE - Winter.esp BFCD0A7F

  • Vivid Weathers SE - Summer Season.esp FA5FFE09

  • Vivid Weathers SE - AOS Patch.esp 168E70F9

  • Vivid Weathers SE - Bruma Patch.esp 0AFC72E9

  • Vivid Weathers SE - Falskaar.esp 051BA358

  • Vivid Weathers SE - LightingDuringStorm Patch.esp FB7F666E

  • Vivid Weathers SE - SOS Patch.esp 2C48D46D

Warnings on Bijin files need revision

I set warnings on all Bijin files a while back when there were not ports too SSE based on the AIO SSE patch instructions.
The Bijin files are now being ported to SSE making the warnings not entirely true.

  • They are true for users of the AIO package.
  • They are not true for users of the standalone packages.
  • There is a grey area when using both at the same time.
  • A load order/ Compatibility with the AIO and Standalone ESPs with both active also needs to be determined.

Yet Another Cyclic Problem

Seems to be same problem, but different .esp's:
Cyclic interaction detected between "JKs Skyrim_RWT_Patch.esp" and "ELE_SSE.esp". Back cycle: ELE_SSE.esp, Immersive Citizens - ELE patch.esp, RealisticWaterTwo.esp, JKs Skyrim_RWT_Patch.esp
LOOTDebugLog.txt
Apparently the Immersive Citizens fix didn't work for me, although it still seems to be involved.

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