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Load screen issue since Vortex


Immacula

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Since changing from NMM to Vortex, which I like very much btw, I have an intermittent problem.

Fast travelling goes into the load screen and sticks there. I cannot even access Task Manager and have to do a hard reset, which is a total pain, to put it mildly.

 

If I open Vortex and have it sort the load order, this seems to cure it, for a while.

 

Mods installed are (** means I could live without if necessary)

A Quality World Map

Achievements Mods Enabler **

Amazing Follower Tweaks

Apachii SkyHair **

Ars Metallica

Breezehome TNF Beds plus

Cutting Room Floor **

Immersive Armours

Immersive Weapons

Total Character Makeover

UnenchantedItems

Unofficial Skyrim SE patch

Whiterun Home

 

Plugins Load Order as set by Vortex

0 Un Patch

1 Sky Hair

3 Cutting Room Floor

4 BHTNFBP (whatever that is)

5 Hothtrooper Armour Compilation

6 Whiterun Home

7 Immersive Weapons

8 AFT

9 Ars Metallica

10 Immersive Weapons Crafting

11 Hothtrooper Armours Eksstra

12 Unenchanted items

13 Ice Penguin World Map

 

Now, I am technically inept; I hardly know the difference between a mod and a plug in, so need help from someone who does understand this stuff, ‘cos I sure as hell don’t.

 

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Try running the game with Vortex closed. Vortex is not required to be running like MO.

If you're still getting the problem, it's not Vortex which is what I suspect. It will definitely help narrow down the problem at least.

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Now, I am technically inept; I hardly know the difference between a mod and a plug in, so need help from someone who does understand this stuff, ‘cos I sure as hell don’t.

 

 

This is not easy to understand if you don't know how mods are actually working in Skyrim. I've recently posted a longer text trying to explain it. Let me repost it here, maybe it's helping you:

 

 

The order in which you install mods in Vortex does not matter - it does matter in NMM! That's the beauty of Vortex (and MO2, btw), that you can change the order in which the mods are overwriting each other AFTER you've installed them freely.

 

I'll give you an example, to make this easier to understand:

 

Let's say you've got a huge mod, let's call it "A", that modifies the texture of most (but not all) weapons in the game. Another mod, let's call it "B", modifies only a few weapons, some covered by A and some more.

 

"A" modifies (among others)

- Iron dagger

- Iron sword

- Iron 2h sword

- Nettlebane

 

"B" modifies

- Iron dagger

- Nettlebane

- Glass sword

 

So in NMM it would matter, which mod you install first. If you install A first and then B, you'd be asked if B should overwrite the files of A. If you agree, you'd end up with:

- Iron sword and Iron 2h sword from mod A

- Iron Dagger, Nettlebane and Glass Sword from mod B

 

If you install B first, and then A (and chose to overwrite), you'd end up with

- Iron sword, Iron 2h sword, Iron Dagger and Nettlebane from mod A (because it has overwritten the files from B!)

- only Glass sword from mod B (because it's not in mod A and therefore is the only weapon not overwritten by A).

 

 

So to change that (for example you like the Nettlebane better of the other mod), you'd have to uninstall both mods and reinstall them in the different order in NMM

 

With Vortex, however, you don't have to do that. To change which weapon you end up, the one from mod A or the one from mod B, you can just click on the lightning symbol in one of the mods (which becomes red if there's an unresolved conflict), and set a rule, which mod should be loaded first and which after the other. Again, the last mod will win, and only the things it doesn't change will be taken from previously loaded mods.

 

I hope this example is making the load order of the mod's loose files a bit clearer...

 

 

So, now about the load order of plugins. That's actually much more difficult to get right and the consequences of a wrong plugin order is also much more severe - which is why there's LOOT. In the plugin files (.esm, and .esp), everything that's controlling the behaviour of the game is stored. Bascially everything that's not a texture, mesh or some interface files.

 

If two plugins control a different aspect of the game or just add new features and/or items, they're usually not conflicting at all. The order in which they're loaded doesn't matter. But if two mods change the same things - like NPCs, Cells, Quests, Item properties etc, and most importantly Scripts - the order in which they're loaded DOES matter. Again, the plugin that's loaded later wins and overwrites all items changed by previously loaded plugins.

 

The problem is, it can cause all kinds of problems, if parts of a plugin are overwritten - it may end up scripts that don't match with the cells and NPCs, or even the scripts themselves are no longer working correctly if only some of the plugin's scripts are overwritten by another plugin.

 

That's why there are compatibility patches. If you know what you're doing, tools like Tes5Edit or FOEdit (or others) can be used to create merged and fixed plugins. Sometime there's just no other way to resolve conflicts between mods.

 

Anyway, to manage the load load order of plugins manually is really not feasible for the normal user - even for the advanced one. That's why tools like LOOT have been invented.

 

In general Loot has heuristic rules to determine which mod should be loaded before or after which other mod. And then there's the master list containing a huge list of rules created by the community to help with the cases where the heuristics would give the wrong results.

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SkunkMonkey - yes it happens with Vortex closed :(

I assumed it related to Vortex because it never happened before Vortex, and sorting the load order in Vortex would fix it for a while.

Oh hell lol

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Gresthorn thank you for the post, so very detailed. (I confess I will need to read it several times before it sinks in; these things do not come naturally to me. Ah well, we can't all be techwizs :sad: I guess)

I didn't think LOOT was needed with Vortex but will add it now. (I used it with NMM).

Fingers crossed. Thanks again :smile:

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No Loot is not needed, sorry if that was confusing. Loot is integrated in Vortex already (Vortex uses the same data and mechanism as Loot).

No worries Grestorn, I am easily confused lol

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Taking into account the kind replies above, and having done all the usual uninstall and reinstall, verify files palaver, I figured my next option was the tedious task of removing one mod at a time.

The first one I removed was Achievments Mod Enabler as I only have it to help me keep track of what I've done in my new playthrough.

So far played 3 hours with no fast travel problems.

I don't think it's the mod itself per say as it worked fine before, maybe where it was in the load order in Vortex?

Either way, I can totally live without it.

Of course, having said this, you know I'll hit the problem again now lol.

Thank you both very much :) Imma

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The achievement mod enabler is not a "normal" mod per se, it's a patch for the main game. So the load order doesn't matter at all. And I don't think it's the cause of any of your problems either.

 

Oh hell :sad:

May I pick your brains a little more?

At the time I was swapping from NMM to Vortex I tried to import from NMM but ended up with a load of error messages in Vortex. Got into a right old muddle.

Since that time I have completely uninstalled Vortex and NMM. I then reinstalled Vortex, installed the mods from Nexus and had no mod issues, just the fast travel one.

 

Around this time was the first time I went to Solitude; the execution sequence did not trigger. Now when I go there, NPCs talk about it having happened.

I figured oh well, never mind and played on.

 

Is there any chance that whatever happened with the Solitude thing has led to the fast travel problem?

I am praying you don't tell me to go back to a save prior to that as it was many many hours of gameplay ago and I may cry lol.

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