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Good idea or Bad idea? Vortex Load Order


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Guest deleted95234838

So I am trying to organize my Load order for I've seen little bugs here and there. And I am wondering should I change my Vortex rules to look like this blog? Or should I leave it like default? It being default I am having trouble trying to figure out how to group my plugins. So they can stay orignize and compatible minus the conflicts you know. :teehee:

As for what kinda of bugs well I can give you four examples.

  1. Things in the Sky. See picture.
  2. In the opening scene in the prison cart. Ulfric will sometimes have the rag around his mouth and other times not.
  3. Transparent High Elf hair. I can see through his hair from the front to the middle of the top of his head. During char creation screen at helgan. Doesn't happen in coc qasmoke
  4. Khajit has his mouth open and can see through his mouth. It fixes it self when if I pick another race and back. Again at helgan creation screen.

Load Order in Spoiler: Active: 169 Light: 182


= Check Mods
This is a report on your currently installed or active mods.

But I'm too lazy to ESL Flag them :sleep:
=== ESL Capable
Following mods could be assigned an ESL flag but are not ESL flagged.
* ABT SE - Kevkas All-in-One.esp
* attack commitment movement speed fluid.esp
* BetterFireWyrms.esp
* CBBE.esp
* dD-No Spinning Death Animation.esp
* FNIS.esp
* Guard Torch Remover - Reduced Light Flickering.esp
* HearthfireMultiKid_LastName.esp
* Immersive Encounters - RS Children Patch.esp
* LessIntenseGodrays.esp
* MLU - Immersive Armors.esp
* MLU - Summermyst.esp
* Moments of Silence - Dawnguard.esp
* Moments of Silence - Dragonborn.esp
* Moments of Silence - Vanilla.esp
* Mortal Enemies - Rival Remix.esp
* __Mortal Enemies - Smilodon Patch.esp__
* __Notice Board MCM.esp__
* __Paper World Map.esp__
* __PassiveWeaponEnchantmentRecharging.esp__
* __RaceMenu.esp__
* __RaceMenuMorphsCBBE.esp__
* __RaceMenuPlugin.esp__
* __RichMerchantsSkyrim_x2.esp__
* __RLO - Illuminated Spells.esp__
* __RLO - VIS Patch.esp__
* __RSChildren.esp__
* __sandboxcylinderheight.esp__
* __Scarcity SE - 4x Merchant Item Rarity.esp__
* __Scarcity SE - 6x Loot Rarity.esp__
* __SkyAI_PATCH.esp__
* __Skyrim Flora Overhaul.esp__
* __SkyUI_SE.esp__
* __Summermyst - Loot and Degradation Patch.esp__
* __Survival Mode Patches - Beasts Of Tamriel.esp__
* __Tomebound - Immersive Sounds Patch.esp__
* __Tomebound - Ordinator Patch.esp__
* __ValdacilsItemSorting.esp__
* __Vigor - Movement Tweaks.esp__
* __VISPatch-Bandolier.esp__
* __VISPatch-ImmersiveArmors.esp__
* __VISPatch-ImmersiveSounds.esp__
* __VISPatch-MultipleAdoptions.esp__
* __VISPatch-NoticeBoard.esp__
* __VISPatch-Ordinator.esp__
* __VISPatch-RelationshipDialogueOverhaul.esp__
* __VISPatch-skyBirds.esp__
* __WACCF_BashedPatchLvlListFix.esp__
* __yurica_chevaleresse_II [HDT].esp__

Cleaing cleaning cleaing :psyduck:

=== Mods that need cleaning with SSEEdit
Following mods have identical to master (ITM) records, deleted records (UDR), or other issues that should be fixed with SSEEdit. Visit the Tome of xEdit for more information.
* __Ambriel.esp:__ Contains dirty edits, needs cleaning.
* __ccBGSSSE003-Zombies.esl:__ Contains dirty edits, needs cleaning.
* __ccBGSSSE004-RuinsEdge.esl:__ Contains dirty edits, needs cleaning.
* __ccBGSSSE008-Wraithguard.esl:__ Contains dirty edits, needs cleaning.
* __ccBGSSSE016-Umbra.esm:__ Contains dirty edits, needs cleaning.
* __ccBGSSSE018-Shadowrend.esl:__ Contains dirty edits, needs cleaning.
* __ccBGSSSE025-AdvDSGS.esm:__ Contains dirty edits, needs cleaning.
* __ccBGSSSE031-AdvCyrus.esm:__ Contains dirty edits, needs cleaning.
* __ccBGSSSE034-MntUni.esl:__ Contains dirty edits, needs cleaning.
* __ccBGSSSE040-AdvObGobs.esl:__ Contains dirty edits, needs cleaning.
* __ccBGSSSE043-CrossElv.esl:__ Contains dirty edits, needs cleaning.
* __ccBGSSSE045-Hasedoki.esl:__ Contains dirty edits, needs cleaning.
* __ccEDHSSE001-NorJewel.esl:__ Contains dirty edits, needs cleaning.
* __ccEEJSSE001-Hstead.esm:__ Contains dirty edits, needs cleaning.
* __ccEEJSSE004-Hall.esl:__ Contains dirty edits, needs cleaning.
* __ccFFBSSE001-ImperialDragon.esl:__ Contains dirty edits, needs cleaning.
* __ccMTYSSE002-VE.esl:__ Contains dirty edits, needs cleaning.
* __ccPEWSSE002-ArmsOfChaos.esl:__ Contains dirty edits, needs cleaning.
* __ccQDRSSE001-SurvivalMode.esl:__ Contains dirty edits, needs cleaning.
* __ccTWBSSE001-PuzzleDungeon.esm:__ Contains dirty edits, needs cleaning.
* __ccVSVSSE002-Pets.esl:__ Contains dirty edits, needs cleaning.
* __Dawnguard.esm:__ Contains dirty edits, needs cleaning.
* __Dragonborn.esm:__ Contains dirty edits, needs cleaning.
* __Hearthfires.esm:__ Contains dirty edits, needs cleaning.
* __Lanterns Of Skyrim II.esm:__ Contains dirty edits, needs cleaning.
* __mihailspectres.esp:__ Contains dirty edits, needs cleaning.
* __RLO - Exteriors.esp:__ Contains dirty edits, needs cleaning.
* __Update.esm:__ Contains dirty edits, needs cleaning.

=== Mods with non-standard TES4 versions
The following mods have a TES4 version that isn't recognized as one of the standard versions (0.94, 1.7). It is untested what effects this can have on Skyrim Special Edition.
* __Monster Mod SE.esp:__ 1.4

=== Active Mod Files:
* 00 Skyrim.esm
* 01 Update.esm
* 02 Dawnguard.esm
* 03 Hearthfires.esm
* 04 Dragonborn.esm
* 05 ccBGSSSE002-ExoticArrows.esl
* 06 ccBGSSSE003-Zombies.esl
* 07 ccBGSSSE004-RuinsEdge.esl
* 08 ccBGSSSE006-StendarsHammer.esl
* 09 ccBGSSSE007-Chrysamere.esl
* 0A ccBGSSSE010-PetDwarvenArmoredMudcrab.esl
* 0B ccBGSSSE014-SpellPack01.esl
* 0C ccBGSSSE019-StaffofSheogorath.esl
* 0D ccBGSSSE020-GrayCowl.esl
* 0E ccBGSSSE021-LordsMail.esl
* 0F ccMTYSSE001-KnightsoftheNine.esl
* 10 ccQDRSSE001-SurvivalMode.esl
* 11 ccTWBSSE001-PuzzleDungeon.esm
* 12 ccEEJSSE001-Hstead.esm
* 13 ccQDRSSE002-Firewood.esl
* 14 ccBGSSSE018-Shadowrend.esl
* 15 ccBGSSSE035-PetNHound.esl
* 16 ccFSVSSE001-Backpacks.esl
* 17 ccEEJSSE002-Tower.esl
* 18 ccEDHSSE001-NorJewel.esl
* 19 ccVSVSSE002-Pets.esl
* 1A ccBGSSSE037-Curios.esl
* 1B ccBGSSSE034-MntUni.esl
* 1C ccBGSSSE045-Hasedoki.esl
* 1D ccBGSSSE008-Wraithguard.esl
* 1E ccBGSSSE036-PetBWolf.esl
* 1F ccFFBSSE001-ImperialDragon.esl
* 20 ccMTYSSE002-VE.esl
* 21 ccBGSSSE043-CrossElv.esl
* 22 ccVSVSSE001-Winter.esl
* 23 ccEEJSSE003-Hollow.esl
* 24 ccBGSSSE016-Umbra.esm
* 25 ccBGSSSE031-AdvCyrus.esm
* 26 ccBGSSSE040-AdvObGobs.esl
* 27 ccBGSSSE058-BA_Steel.esl
* 28 ccPEWSSE002-ArmsOfChaos.esl
* 29 ccBGSSSE041-NetchLeather.esl
* 2A ccEDHSSE002-SplKntSet.esl
* 2B ccBGSSSE064-BA_Elven.esl
* 2C ccBGSSSE063-BA_Ebony.esl
* 2D ccBGSSSE062-BA_DwarvenMail.esl
* 2E ccBGSSSE060-BA_Dragonscale.esl
* 2F ccBGSSSE051-BA_DaedricMail.esl
* 30 ccBGSSSE057-BA_Stalhrim.esl
* 31 ccBGSSSE025-AdvDSGS.esm
* 32 ccFFBSSE002-CrossbowPack.esl
* 33 ccBGSSSE013-Dawnfang.esl
* 34 ccEEJSSE004-Hall.esl
* 35 Unofficial Skyrim Special Edition Patch.esp [Version 4.2.3]
* 36 Skyrim Project Optimization - Full Version.esm
* 37 RSkyrimChildren.esm
* 38 kart_CSSET.esp
* 39 kart_CSSET00.esp
* 3A kart_CSSET000.esp
* 3B kart_CSSET0000.esp
* 3C kart_CSSET0.esp
* 3D LegacyoftheDragonborn.esm
* 3E Expressive Facegen Morphs.esl
* 3F MajesticMountains_Landscape.esm
* 40 Moments of Silence.esm
* 41 SimpleVampFixesSSE.esl
* 42 AHZmoreHUDInventory.esl [Version 1.0.14]
* 43 3DNPC.esp
* 44 Lanterns Of Skyrim II.esm
* 45 MajesticMountains_Moss.esp
* 46 RealisticWaterTwo - Resources.esm
* 47 Vigilant.esm
* 48 Skyrim Flora Overhaul.esp
* 49 Landscape Fixes For Grass Mods.esp
* 4A SkyUI_SE.esp
* 4B LessIntenseGodrays.esp
* 4C Laundry.esp
* 4D SMIM-SE-Merged-All.esp
* 4E Mortal Enemies - Rival Remix.esp
* 4F TrueStormsSE.esp
* 50 CBBE.esp
* 51 KSHairdosSMP.esp
* 52 KSHairVanilla1.esp
* 53 KSHairVanilla2.esp
* 54 KSHairVanilla3.esp
* 55 RaceMenu.esp
* 56 RaceMenuPlugin.esp
* 57 RaceMenuMorphsCBBE.esp
* 58 Peacekeeper Armour.esp
* 59 Peacekeeper Armour - WACCF Patch.esp
* 5A RS Children - WACCF Consistency Patch.esp
* 5B Sovereign's Slayer Armor SE.esp
* 5C Sovereign's Slayer Armor - WACCF Patch.esp
* 5D DBM_RSChildren_Patch.esp
* 5E DBM_SMIM_Patch.esp
* 5F ValdacilsItemSorting.esp [Version 1.0.0]
* 60 Immersive Sounds - Compendium.esp
* 61 Weapons Armor Clothing & Clutter Fixes.esp
* 62 Qw_ISC_USSEP Patch.esp
* 63 DBM_VIS_Patch.esp
* 64 MBO.esp
* 65 FTF_Core.esp
* 66 LootandDegradation.esp
* 67 PassiveWeaponEnchantmentRecharging.esp
* 68 RichMerchantsSkyrim_x2.esp
* 69 yurica_chevaleresse_II [HDT].esp
* 6A AMatterOfTime.esp [Version 2.00]
* 6B Better Dynamic Snow.esp
* 6C SOTFull.esp
* 6D SRC - All In One.esp
* 6E JKs Skyrim.esp
* 6F OblivionLikeLS.esp
* 70 AIMFIX.esp
* 71 KSHairForJKSkyrim.esp
* 72 Relationship Dialogue Overhaul.esp
* 73 Summermyst - Enchantments of Skyrim.esp
* 74 Summermyst - Loot and Degradation Patch.esp
* 75 Summermyst - WACCF Patch.esp
* 76 Kai_3DNPC-WACCF_Patch.esp
* 77 Arvak Reborn.esp
* 78 MajesticMountains.esp
* 79 Ursine Armour - Non HDT.esp
* 7A iHUD.esp
* 7B AI Overhaul.esp
* 7C RSChildren.esp [Version 1.2.0.]
* 7D OthersDaughter.esp
* 7E RSChildren + AI Overhaul Patch.esp
* 7F Qw_RSChildren_AIOverhaul Patch.esp
* 80 Qw_WACCF_RSChildren Patch.esp
* 81 Skyrim Immersive Creatures Special Edition.esp [Version v6.6a]
* 82 Obsidian Mountain Fogs.esp
* 83 iWil_UselessShopOverhaul.esp
* 84 Beasts of Tamriel.esp
* 85 LoS II - JKs Skyrim patch.esp
* 86 HoH.esp
* 87 skyBirds_SSE.esp
* 88 BirdsOfSkyrim_SSE.esp
* 89 Ambriel.esp
* 8A LC_BuildYourNobleHouse.esp
* 8B Fort(ified) Dawnguard.esp
* 8C Hothtrooper44_ArmorCompilation.esp
* 8D JK's Dragonsreach.esp
* 8E Immersive Weapons.esp
* 8F Guards_Armor_Replacer.esp
* 90 SOTGenesisMod.esp
* 91 Skyrim Dreams & Nightmares(Personalized Music plugin).esp
* 92 JK's Belethor's General Goods.esp
* 93 DBM_JKBelethor_Patch.esp
* 94 DBM_JKDragonsreach_Patch.esp
* 95 JK's Warmaiden's.esp
* 96 DBM_JKWarmaidens_Patch.esp
* 97 Hothtrooper44_Armor_Ecksstra.esp
* 98 VISPatch-ImmersiveSounds.esp
* 99 High Level Enemies.esp
* 9A Immersive Weapons_WACCF_Patch.esp
* 9B Cooking_In_Skyrim.esp
* 9C DBM_WACCF_Patch.esp
* 9D All Geared Up Derivative.esp
* 9E RSC_USSEP_AventusFix.esp
* 9F Dr_Bandolier.esp
* A0 VISPatch-Bandolier.esp
* A1 VISPatch-ImmersiveArmors.esp
* A2 Survival Mode Patches - Beasts Of Tamriel.esp
* A3 PAN_NPCs.esp
* A4 EulogySC_NPCs.esp
* A5 FHH_LEGENDARY_VE_USSEP.esp
* A6 Bijin_AIO 2018.esp
* A7 Guards Armor Replacer - PandorableNPCs Patch.esp
* A8 Smilodon - Combat of Skyrim.esp
* A9 Vigor - Combat and Injuries (SE).esp [Version 10.6]
* AA VIGOR SOT Patch.esp
* AB MarkarthSideRefine.esp
* AC DSerArcheryGameplayOverhaul.esp
* AD Moments of Silence - Dragonborn.esp
* AE Moments of Silence - Vanilla.esp
* AF 3DNPC0.esp
* B0 AnimatedEatingRedux.esp
* B1 D13 Faster Get up Stand up Animations.esp
* B2 dD-No Spinning Death Animation.esp
* B3 TKDodge.esp
* B4 Beards.esp
* B5 NB-Scars.esp
* B6 AnimatedEating_Coffee Patch.esp
* B7 XPMSE.esp
* B8 Nemesis PCEA.esp
* B9 VioLens SE.esp [Version 2.22]
* BA DSerCombatGameplayOverhaul.esp
* BB MeridiaRevoiced.esp
* BC BetterFireWyrms.esp
* BD Deflection - Dynamic Blocking Combat Overhaul.esp
* BE sandboxcylinderheight.esp
* BF HearthfireMultiKid.esp
* C0 VISPatch-MultipleAdoptions.esp
* C1 HearthfireMultiKid_LastName.esp
* C2 TheCleaner.esp
* C3 Dirt and Blood - Dynamic Visuals.esp
* C4 ResistancesRescaled.esp
* C5 High Level Enemies - SIC SE Edition.esp [Version 1.6SE]
* C6 HeavyLegion.esp
* C7 HeavyLegion - WACCF Patch.esp
* C8 Moments of Silence - Dawnguard.esp
* C9 Guard Torch Remover - Reduced Light Flickering.esp
* CA AKSkyrimUnderground.esp
* CB DBM_RelicNotifications.esp
* CC Immersive Encounters.esp
* CD BDS - MM Patch.esp
* CE DBM_GuardsArmorReplacer_Patch.esp
* CF Banish those Yellow Green Dungeon Leaves.esp
* D0 Vigor - Movement Tweaks.esp
* D1 Mortal Enemies - Smilodon Patch.esp
* D2 attack commitment movement speed fluid.esp
* D3 BleakFallsBarrowRevisited.esp
* D4 UstengravRevisited.esp
* D5 Monster Mod SE.esp
* D6 JK's Sleeping Giant Inn.esp
* D7 Run For Your Lives.esp [Version 4.0.3]
* D8 Tomebound.esp
* D9 Qw_3DNPC_USSEP Patch.esp
* DA Qw_WACCF_ISC Patch.esp
* DB DBM_ISC_Patch.esp
* DC JK's The Bannered Mare.esp
* DD JK's The Bannered Mare SPO Patch.esp
* DE DBM_JKBannered_Patch.esp
* DF DBM_SoT_Patch.esp
* E0 Colorful_Magic_SE.esp [Version to]
* E1 Landscape For Grass Mods JK'S Skyrim.esp
* E2 DBM_Vigilant_Patch.esp
* E3 DIS_Armor_Fractions.esp
* E4 Fossilsyum.esp
* E5 DBM_IW_Patch.esp
* E6 DBM_HeavyLegion_Patch.esp
* E7 JK's Arcadia's Cauldron.esp [Version 1]
* E8 DBM_JKArcadia_Patch.esp
* E9 Toccata.esp
* EA Tomebound - Immersive Sounds Patch.esp
* EB ogSplendorDragons.esp
* EC High Level Enemies - WACCF.esp
* ED ABT SE - Kevkas All-in-One.esp
* EE DBM_DIS_Armor_Fractions.esp
* EF Guards Armor Replacer - WACCF Patch.esp
* F0 Serana.esp
* F1 DawnguardArsenal.esp [Version 1.1.7]
* F2 DawnguardArsenal_WACCF_Patch.esp
* F3 DBM_JKSkyrim_Patch.esp
* F4 EmbershardMineRevisited.esp
* F5 notice board.esp
* F6 DBM_SkyrimUnderground_Patch.esp
* F7 DBM_IA_Patch.esp
* F8 DBM_DGA_Patch.esp
* F9 DBM_Fossils_Patch.esp
* FA DBM_NoticeBoard_Patch.esp
* FB JKs The Drunken Huntsman.esp
* FC DBM_JKDrunken_Patch.esp
* FD NordWarUA's Race Armor Expansion.esp
* FE Thief skills rebalance for Ordinator.esp
* FF Cuyima 3DNPC - Redone.esp
* 100 DIS_Armor_Fractions_3DNPC.esp
* 101 LOTD_TCC_GuardArm.esp
* 102 WendigoAndHowler.esp
* 103 Notice Board MCM.esp
* 104 VISPatch-NoticeBoard.esp
* 105 LoS II - LotD patch.esp
* 106 Freya.esp
* 107 ogBogmort.esp
* 108 LoS II - TML - JKs Skyrim patch.esp
* 109 3DNPC - AI Overhaul Patch.esp
* 10A The Notice Board SMIM Ropes Fix.esp
* 10B LoS II - SMIM patch.esp
* 10C Skyrim Underground - USSEP Patch.esp
* 10D Kynreeve Armor.esp
* 10E Kynreeve Armor - WACCF Patch.esp
* 10F FireBurns.esp
* 110 PAN_NPCs_DB.esp
* 111 AI Overhaul - PAN_NPCs_DB Patch.esp
* 112 PAN_NPCs_DG.esp
* 113 AI Overhaul - PAN_NPCs_DG Patch.esp
* 114 Qw_PANNPCsDG_AIOverhaul Patch.esp
* 115 AI Overhaul - PAN_NPCs Patch.esp
* 116 Qw_PANNPCs_AIOverhaul Patch.esp
* 117 Immersive Encounters - RS Children Patch.esp
* 118 Tomebound - Ordinator Patch.esp
* 119 LOTD_TCC_ImmWeap.esp
* 11A VISPatch-RelationshipDialogueOverhaul.esp
* 11B LOTD_TCC_UndergroundESP.esp
* 11C VISPatch-skyBirds.esp
* 11D LOTD_TCC_Vigilant.esp
* 11E FNIS.esp
* 11F LOTD_TCC_ImmArm.esp
* 120 LOTD_TCC_DawnguardArsenal.esp
* 121 LOTD_TCC_Fossils.esp
* 122 MLU.esp
* 123 MLU - Summermyst.esp
* 124 SoundsofSkyrimComplete.esp
* 125 DBM_MorrowlootUltimate_Patch.esp
* 126 MLU - AI Overhaul.esp
* 127 PAN_NPCs_DG_MLU_Patch.esp
* 128 MLU - Immersive Armors.esp
* 129 SoS_TrueStorms_Patch.esp
* 12A MLU - WaCCF.esp
* 12B Ordinator - Perks of Skyrim.esp
* 12C VISPatch-Ordinator.esp
* 12D Ordinator_WACCF_Patch.esp
* 12E MIHAILwaterhag.esp
* 12F mihailpolymorphbonetyrant.esp
* 130 mihailspectres.esp
* 131 mihailmmaminotaur.esp
* 132 mihailogres.esp
* 133 mihailtreeofsouls.esp
* 134 mihailbats.esp
* 135 mihailironatronach.esp
* 136 mihailcyrodiilianminotaur.esp
* 137 mihailicegolem.esp
* 138 mihailwolvesofcyrodiil.esp
* 139 mihailczart.esp
* 13A mihailcentaur.esp
* 13B mihailogrim.esp
* 13C mihailancientskeletons.esp
* 13D mihailpahmarmercenaries.esp
* 13E mihailirongolem.esp
* 13F mihailgiantyoungling.esp
* 140 mihailoldgod.esp
* 141 mihailelementaltriad.esp
* 142 mihailcyclop.esp
* 143 nwsFollowerFramework.esp
* 144 RLO - Interiors.esp
* 145 Palaces Castles Enhanced.esp
* 146 PCE - JKs Dragonsreach Patch.esp
* 147 PCE - USSEP Patch.esp
* 148 PCE - RLO Patch.esp
* 149 SoS_RLOInteriors_Patch.esp
* 14A PCE - SPO Patch.esp
* 14B PCE - 3DNPC Patch.esp
* 14C DBM_PCE_Patch.esp
* 14D PCE - Marked Droppable Barenziah Stones.esp
* 14E PCE - RDO Patch.esp
* 14F RLO - Exteriors.esp
* 150 RLO - VIS Patch.esp
* 151 RLO - Effects.esp
* 152 RLO - Illuminated Spells.esp
* 153 RealisticWaterTwo.esp
* 154 Scarcity SE - Less Loot Mod.esp
* 155 Scarcity SE - 6x Loot Rarity.esp
* 156 Scarcity SE - 4x Merchant Item Rarity.esp
* 157 Interesting NPCs - Better Dynamic Snow Patch.esp
* 158 JKs Skyrim - Better Dynamic Snow Patch.esp
* 159 BetterDynamicSnow_PATCH.esp
* 15A Better Dynamic Snow - Snowy Farmhouses.esp
* 15B Paper World Map.esp
* 15C SkyAI_BASE_V2.esp
* 15D SkyAI_PATCH.esp
* 15E Bashed Patch, 0.esp



Thanks in advance.

Edited by TheSlowLoris
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Are these "things in the sky" moving? If so, they are probably not a bug, but Bethesda's idea of falling pine needles... Here's a mod that makes those things look much better:

https://www.nexusmods.com/skyrimspecialedition/mods/25939

 

Regarding Ulfric: Do you mean the gag, that prevents him from speaking? If so, that could indeed be a bug. Unfortunately I have no idea what could be the cause.

 

For the Racemenu in Helgen: There's something strange going on (and has been going on for years). Even if you have Racemenu installed, you'll only get a stripped down version (more or less the vanilla menu) in Helgen. AFAIK, it's always been that way. If you use the vanilla start, just choose race and gender, and "design" your character after the intro. Or do as I do and use Alternate Start.

 

Now to the load order question: TBH, I'm not a big fan of guides like the one you linked. Those "rules" for sorting your load order may be helpful for the user to keep track of everything installed. Technically, most of those rules are unnecessary. Technically it is absolutely irrelevant, if e.g. eye mods are loaded before or after weather mods. They affect totally different things in the game. Load order matters most when mods depend on other mods and when several mods are changing the same things. E.g. a plugin needs to be loaded after its master file. And when using several NPC overhauls, load order between those NPC overhauls is extremely important and something you should definitely look at. Mods that simply add things (e.g. armors, wepaons. clothing) could in fact be put anywhere in your load order. OFC it is a good idea, to put patches near the end of your load order. But that's common sense (and something LOOT/Vortex already does ).

 

TLDR: Sorting your load order like that may make it easier to keep track of all your mods. Technically most of the recommendations are unnecessary. I wouldn't recommend "forcing" Vortex/LOOT to build up something like that. Basic rule: Custom mod rules and mod groups always mean a higher risk of making mistakes and breaking something. Custom rules should be avoided, if possible.

 

Let LOOT (or the sorting function in Vortex, which is based on LOOT) do its job. Change the few things you don't like in the LOOT sorting with custom rules. And that's it.

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Guest deleted95234838

Are these "things in the sky" moving? If so, they are probably not a bug, but Bethesda's idea of falling pine needles... Here's a mod that makes those things look much better:

https://www.nexusmods.com/skyrimspecialedition/mods/25939

 

Regarding Ulfric: Do you mean the gag, that prevents him from speaking? If so, that could indeed be a bug. Unfortunately I have no idea what could be the cause.

 

For the Racemenu in Helgen: There's something strange going on (and has been going on for years). Even if you have Racemenu installed, you'll only get a stripped down version (more or less the vanilla menu) in Helgen. AFAIK, it's always been that way. If you use the vanilla start, just choose race and gender, and "design" your character after the intro. Or do as I do and use Alternate Start.

 

Now to the load order question: TBH, I'm not a big fan of guides like the one you linked. Those "rules" for sorting your load order may be helpful for the user to keep track of everything installed. Technically, most of those rules are unnecessary. Technically it is absolutely irrelevant, if e.g. eye mods are loaded before or after weather mods. They affect totally different things in the game. Load order matters most when mods depend on other mods and when several mods are changing the same things. E.g. a plugin needs to be loaded after its master file. And when using several NPC overhauls, load order between those NPC overhauls is extremely important and something you should definitely look at. Mods that simply add things (e.g. armors, wepaons. clothing) could in fact be put anywhere in your load order. OFC it is a good idea, to put patches near the end of your load order. But that's common sense (and something LOOT/Vortex already does ).

 

TLDR: Sorting your load order like that may make it easier to keep track of all your mods. Technically most of the recommendations are unnecessary. I wouldn't recommend "forcing" Vortex/LOOT to build up something like that. Basic rule: Custom mod rules and mod groups always mean a higher risk of making mistakes and breaking something. Custom rules should be avoided, if possible.

 

Let LOOT (or the sorting function in Vortex, which is based on LOOT) do its job. Change the few things you don't like in the LOOT sorting with custom rules. And that's it.

Thank you for all that. All of it is very helpful information.

 

Uhh the things in the sky are static and not moving. I've seen this problem before in the past, I know it has something to do with the worldspace. I just don't know which mod caused it because in the past I would just make a Merged Patch and it would be resolve. Seeing I have over "255" mods I can't seem to do that anymore. I don't know if that limit was always there when using xedit or If I just manage to stay under 255 or it's something new. But it's rather inconvenient if I say so myself. I've been trying to find way to bypass xedit 255 limit to make a merge patch or using other methods. Other than going through each mod and making sure everything is "OK". I was trying to merge patches with Zedit but I wasn't even sure if I was doing that right. So I kinda just reverted everything I did with Zedit. But I guess I am going to have to do it the old fashion way n' disable mods until I find out which one is causing it. :blush:

 

Any who, I was going to get past Helgan and see if those glitch in the sky would still be around. I just wanted to make sure my load order was good before doing so. I will let Vortex/Loot handle it all though. After the clarification you've given me.

 

:thumbsup:

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So I am trying to organize my Load order for I've seen little bugs here and there. And I am wondering should I change my Vortex rules to look like this blog? Or should I leave it like default? It being default I am having trouble trying to figure out how to group my plugins. So they can stay orignize and compatible minus the conflicts you know. :teehee:

 

As for what kinda of bugs well I can give you four examples.

  1. Things in the Sky. See picture.
  2. In the opening scene in the prison cart. Ulfric will sometimes have the rag around his mouth and other times not.
  3. Transparent High Elf hair. I can see through his hair from the front to the middle of the top of his head. During char creation screen at helgan. Doesn't happen in coc qasmoke
  4. Khajit has his mouth open and can see through his mouth. It fixes it self when if I pick another race and back. Again at helgan creation screen.

Load Order in Spoiler: Active: 169 Light: 182

 

 

= Check Mods

This is a report on your currently installed or active mods.

 

But I'm too lazy to ESL Flag them :sleep:

 

*

Thanks in advance.

 

 

TERRIBLE IDEA.

 

You need to understand how groups work, instead of just blindly grouping them together, especially trying to force Vortex to follow someone Blog Load order, that most likely doesn't follow LOOT rules at all.

You're going to end up with so many Cyclic Rules, because you're going to be putting Plugins that need to load AFTER other Plugtins, into Groups that Load BEFORE other Groups.

It's the biggest common mistake.

 

Avoid Groups, and only use as a last resort because Groups are a sorting method as well.

 

1. Get rid of any groups YOU created.

2. Install your mods, when Vortex complains of a conflict, resolve that conflict using the LOAD BEFORE/LOAD AFTER screen.

3. Turn on AUTOSORT in the Plugins tab, let Loot sort your Plugins

4. Done.

 

Groups are only for last minute Load Order changes that can't be fixed by anything else.

Usually just assigning that ONE Esp that has to go at the end of your load order, so you assign it to the "Dynamic Patches" Group, and that's it.

 

Never try to make Vortex follow a load order blog, it will lead to frustration. Let Vortex do the work for you.

If any adjustments need to be made to your plugin load order afterwards, it's easy to do with the "Manage Rules" screen.

 

For instance, I have 315 mods, Aela from the Companions for some reason had a Brown Face.

I checked my load order and realized that Bijins2018 AIO needed to go AFTER an Immersive Weapon patch, because the Weapon Patch was affecting Aela FACE, because it kept overriding the Bijins Mod.

 

So I went into the plugins tab, opened the MANAGE RULES screen, selected Bijins plugin on the left, and the Immersive Weapon Plugin on the right, told it to load AFTER the Immersive Weapon plugin and that was it, Aela had her face back.

 

 

You are overthinking this waaaaaaaaaaaaaaayyyyyyy too much.

Let Vortex do the work, and don't use Load Order Guides.

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Guest deleted95234838

You are overthinking this waaaaaaaaaaaaaaayyyyyyy too much.

Yeah... Story of my life. :sweat:

 

Thanks, advice dearly noted!

Edited by TheSlowLoris
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Uhh the things in the sky are static and not moving. I've seen this problem before in the past, I know it has something to do with the worldspace. I just don't know which mod caused it because in the past I would just make a Merged Patch and it would be resolve. Seeing I have over "255" mods I can't seem to do that anymore. I don't know if that limit was always there when using xedit or If I just manage to stay under 255 or it's something new. But it's rather inconvenient if I say so myself. I've been trying to find way to bypass xedit 255 limit to make a merge patch or using other methods

 

Just create a "bashed patch" with Wrye Bash. No plugin limits and full esl support. :cool:

 

You don't need an xEdit merged patch anyway these days. The good old "make a merged patch, then make a bashed patch" method is outdated. Nowadays Wrye can do everything xEdit does.

 

Play around with the settings in Wrye Bash a bit. If you feel the graphic problem comes from conflicting zone records, try checking the "cells" option in the bashed patch options. If you have blackface issues or other inconsistencies regarding NPCs, also include "actors". Both settings are disabled by default. Automatically patching cell entries may cause issues (that's why it is disabled by default), so check carefully if the patch works the way you want it to.

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Guest deleted95234838

I figured out what was causing the sky tears. It was Paper Wold Map for SSE. There is a fix on the posts section.

I didn't feel like jumping through hoops so I just removed it.

Well one bug out of the way... I'm really hoping I don't run into anymore. But that is just wishful thinking. :sweat:

Thank you all for all your help. And advice/suggestions. Very much appreciated. :thumbsup:

Edited by TheSlowLoris
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