VoidGenon Posted June 27, 2022 Share Posted June 27, 2022 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 More sharing options...
Pickysaurus Posted June 27, 2022 Share Posted June 27, 2022 Can you provide links to the three mods in question? It's going to be something in the LOOT Masterlist that doesn't like your custom rules. Link to comment Share on other sites More sharing options...
VoidGenon Posted June 27, 2022 Author Share Posted June 27, 2022 (edited) Mod A - Immersive GameplayMod B - Better Locational DamageMod 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 June 27, 2022 by VoidGenon Link to comment Share on other sites More sharing options...
Guest deleted34304850 Posted June 27, 2022 Share Posted June 27, 2022 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 More sharing options...
VoidGenon Posted June 28, 2022 Author Share Posted June 28, 2022 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 More sharing options...
Solution Guest deleted34304850 Posted June 28, 2022 Solution Share Posted June 28, 2022 (edited) 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 June 28, 2022 by 1ae0bfb8 Link to comment Share on other sites More sharing options...
Pickysaurus Posted June 28, 2022 Share Posted June 28, 2022 I think 1ae0bfb8 is right, you're trying to force a Light Master (ESL) to load after a regular plugin (ESP) which the game cannot do, removing this rule appears to correct the cycle. Link to comment Share on other sites More sharing options...
Tannin42 Posted June 28, 2022 Share Posted June 28, 2022 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 More sharing options...
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