Jump to content

Simple Cyclic Rules Error I Can't Quite Wrap My Head Around


VoidGenon
Go to solution Solved by Guest deleted34304850,

Recommended Posts

Hi! It's just a simple cyclic rules error that I need some help to understand and resolve. I'm trying to mod Fallout 4.

 

So there are basically 3 mods that are causing the problem.

 

I have a plugin rule that states Mod A must load after Mod B and another rule for Mod C to load after Mod A.

 

 

I don't really understand why when auto sorting happens, LOOT always tries to load Mod B after Mod C, causing the cycle to occur.

 

 

From what I can tell, there are no mod conflicts between Mod B and Mod C yet LOOT always tries to load the former after the latter.

 

I thought that the explicit rule in Vortex that Mod A must load after Mod B and for Mod C to load after Mod A would mean that Mod B should load before Mod A and Mod C.

 

I tried putting a rule for Mod C to load after Mod B so that it would be understood that Mod B must load before Mod A and Mod C but LOOT still tries to load Mod B after Mod C.

 

Thing is, I can't use the suggestion of Vortex to remove the rule of Mod A after Mod B or Mod C after Mod A because I really need those to happen. I just don't need Mod B to also load after Mod C.

 

 

I don't really understand the logic of the plugin rules and LOOT sorting so I'm hoping someone would also explain how it to me is so I can resolve it myself next time. Thanks!

Link to comment
Share on other sites

Mod A - Immersive Gameplay

Mod B - Better Locational Damage

Mod C - Unlimited Fusion Core

 

I basically worked around the problem by removing immersive gameplay. While that has worked and I have already found a good alternative, I would still like to understand why it doesn't work the way I thought it should. Also, how does LOOT masterlist work with my custom rules? I figured that my custom rules would take priority. Might help me resolve this problem on my own in case I encounter it in the future. Thanks!

 

Edit: Added some questions.

Edited by VoidGenon
Link to comment
Share on other sites

Guest deleted34304850

unlimited fusion core is an esl and as such is permanently assigned to x'FE' in the load order with all other esl's

 

i'd probably not create a rule that tries to include an esl and non-esl files.

 

what happens if you don't include unlimited fusion core in your rules? can you get the other two to place nice?

Link to comment
Share on other sites

If I remove the rule for unlimited and immersive, the former mod would be rendered obselete because they both edit the same values in the Power Armor.

 

So ESLs and non-ESL files don't play nice together then? I didn't know that. I guess that's the root of the problem then huh? Does this mean that ESPs have priority over ESLs regardless of custom rules?

Link to comment
Share on other sites

  • Solution
Guest deleted34304850

esl's are fine - you just need to be aware that they are permanently assigned x'FE' in the load order and won't change.

 

as for the esp's - put the one you want to "win" to load AFTER the other one - that way you get the function of the first mod entirely - but the function that both mods update will reflect the mod that loads last/after the other. you can set a rule so that mod b should load after mod a in vortex and that will be all you need to do.

 

leave the esl as-is, and that should - hopefully - remove the cyclcal rule issue you've faced.

Edited by 1ae0bfb8
Link to comment
Share on other sites

Files with extension .esl are implicitly masters, they can't load after a non-master esp (just as .esm can't load after non-master .esp)

If that's the cause then that's not even LOOT masterlist being an issue, the engine just doesn't allow it and LOOT warns you about that.

 

Also: See how those arrows in the cycle are link-colored? You can click them to see why that link exists.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...