Skyrim Load Order changes
Started by
Dark0ne
, Feb 26 2012 11:47 PM
142 replies to this topic
#101
Posted 29 February 2012 - 06:44 PM
Me too, moho25.
Hehe, someone on our staff forums at work was talking about Skyrim and Steam and said he wanted to mod the game, and wondered if it was better to get mods from Steam Workshop.
At this I began to froth at the mouth and said "No, no and no!" and gave him the address for Skyrim Nexus.
Hehe, someone on our staff forums at work was talking about Skyrim and Steam and said he wanted to mod the game, and wondered if it was better to get mods from Steam Workshop.
At this I began to froth at the mouth and said "No, no and no!" and gave him the address for Skyrim Nexus.
#102
Posted 29 February 2012 - 08:27 PM
Well, for those who have a lot of mods and don't want to order them one at a time with the Steam Launcher, I think I've found a way to get a BOSS sorted load order with a minimum amount of work using the info provided in wrinklyninja's post on the Nexus Forums.
First, go to your local application data folder (on Windows 7, this is C:\Users\<your user name>\AppData\Local\Skyrim). In this folder there should be a file called "Plugins.txt." Make a copy of this file and store it somewhere safe.
Next, if you haven't done so already, run BOSS. Then go to your Skyrim folder (the main folder, not the Data folder), and from there go the BOSS subdirectory. There should be a file called modlist.txt. Copy that to the same folder as plugins.txt.
Finally, delete plugins.txt (again, make sure to back it up first), then rename modlist.txt to plugins.txt, and you're done.
So far, I haven't had any problems with this. The only thing that might cause a problem is that this seems to make inactive plugins not show up in the Steam Launcher.
First, go to your local application data folder (on Windows 7, this is C:\Users\<your user name>\AppData\Local\Skyrim). In this folder there should be a file called "Plugins.txt." Make a copy of this file and store it somewhere safe.
Next, if you haven't done so already, run BOSS. Then go to your Skyrim folder (the main folder, not the Data folder), and from there go the BOSS subdirectory. There should be a file called modlist.txt. Copy that to the same folder as plugins.txt.
Finally, delete plugins.txt (again, make sure to back it up first), then rename modlist.txt to plugins.txt, and you're done.
So far, I haven't had any problems with this. The only thing that might cause a problem is that this seems to make inactive plugins not show up in the Steam Launcher.
Edited by OtakuWit, 29 February 2012 - 08:28 PM.
#103
Posted 29 February 2012 - 09:10 PM
I don't know what everyone is having a problem with, my game updated while I was in class I came home updated SKSE ran BOSS sorted my unknown mods back where they were and continued playing without any problems. Bash your mods properly and you wont get CTD's I even opened 2 of them in CK and made some of my own changes. A little leg work goes a long way to making s*** run smoothly.
#104
Posted 29 February 2012 - 09:12 PM
After using an old skyrim backup from 30 Nov to replace the deleted SkyrimLauncher.exe and TESV.exe that steam must of deleted when it botched the unauthorized update to my game files(auto update was off), I downloaded the latest skse (1.4.13), ran BOSS Skyrim, and launched game via NMM using skselauncher option.
Game ran fine all evening yesterday (8+ hrs).
Running Skyrim and Apachii Hair esm's and 32 plug-ins (esp's).
Perhaps I just got lucky.
btw, still have not recieved a response from steam support.
Game ran fine all evening yesterday (8+ hrs).
Running Skyrim and Apachii Hair esm's and 32 plug-ins (esp's).
Perhaps I just got lucky.
btw, still have not recieved a response from steam support.
#105
Posted 29 February 2012 - 09:17 PM
I don't know what everyone is having a problem with, my game updated while I was in class I came home updated SKSE ran BOSS sorted my unknown mods back where they were and continued playing without any problems. Bash your mods properly and you wont get CTD's I even opened 2 of them in CK and made some of my own changes. A little leg work goes a long way to making s*** run smoothly.
Well yeeeesss....what exactly do you think I have been saying? Some of us DO know about Bash and the CK, you are not on your own in that. And some of us still prefer to keep Steam offline until all utilities are updated fully to work with the new system and the new patch, because Bethesda patches have a record of breaking things.
#106
Posted 29 February 2012 - 09:49 PM
WTF?!?! Steam just deleted my TESV.exe and SkyrimLauncher.exe even though my game was set not to automatically update! Wtf Steam??
I really really hate Steam. Really really do.
I really really hate Steam. Really really do.
#107
Posted 29 February 2012 - 11:16 PM
Look, I respect people's opinions, but if you think that there is a "simple solution" right now for everyone that mods Skyrim, you sadly underestimate how involved some of us get with our modding.
So, just stop implying that we have no right to be justified in our irritation that what worked perfectly fine just a couple of days ago, currently does not, out of no fault of our own. Fanbois.
So, just stop implying that we have no right to be justified in our irritation that what worked perfectly fine just a couple of days ago, currently does not, out of no fault of our own. Fanbois.
Edited by saxster, 29 February 2012 - 11:16 PM.
#108
Posted 01 March 2012 - 12:23 AM
His butt. Or somewhere just as smelly and gross.And where are you getting this information from?
As much as I hate Steam, despise it really, I don't see the reason for all the fuss. The new load ordering system is far less prone to the whims of fancy than using timestamps on files. That only worked by sheer luck all these years and making all these tools rely on unstable behavior was bound to catch up to everyone some day. The official launcher isn't the greatest tool of all time, but it does work, and it isn't going away.
The Steam Workshop, bad or good, has finally forced Bethesda to sit up and take notice of a lot of things they've let dangle because they knew we'd fix them.
#109
Posted 01 March 2012 - 12:54 AM
Still I can't see how that change will cope with conflicts inside BSA driven mods. On the other hand I have felt so deceived by all those changes that I'm willing not to go field test them. Let's hope the /data still have it's function of actually overriding BSA, for the way the Texture pack worked proved the system is... less than good and totally mod unfriendly.His butt. Or somewhere just as smelly and gross.And where are you getting this information from?
As much as I hate Steam, despise it really, I don't see the reason for all the fuss. The new load ordering system is far less prone to the whims of fancy than using timestamps on files. That only worked by sheer luck all these years and making all these tools rely on unstable behavior was bound to catch up to everyone some day. The official launcher isn't the greatest tool of all time, but it does work, and it isn't going away.
The Steam Workshop, bad or good, has finally forced Bethesda to sit up and take notice of a lot of things they've let dangle because they knew we'd fix them.
I wish I had actual information about how the /data is treated nowadays toward ESP mods based on BSA works in the practice. At this point I believe you have a clearer vision about it than I have, for your mods are specially vulnerable to any mod editing things in cities unaware of it's presence. How such mods are expected to be patched to integrate with, let's say, Open Cities? I mean, to the WS version of it.
But, I got off topic, I don't expect an answer in this thread.
#110
Posted 01 March 2012 - 01:02 AM
so, just in case I missed it, SKSE is updated for this new patch (awesome) how long until NMM is updated and ready to go? If it already is, well, that will be awesome news! I would love to play tonight!



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