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Everything posted by tomsite
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LOL that would however be a very obvious issue if you have a mod in your list called "Disable Console" or similar ... but then.... nothing is impossible.
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CTD in Outpost when opening "Miscellaneous" Category
tomsite replied to Barbisol1968's topic in Starfield's Discussion
Hi Dave, and there is already one problem. Disabling mods in a running save is never a good idea, unless it is the last mod in load order and you can revert back to a save where it still was enabled. Some mods can be uninstalled/disabled, most can't or shouldn't. Mostly if the outpost building menu messes up it is a load order issue or a faulty mod. If you are using "Outpost Resources Complete".... let's say i can't recommend installting it as it messes about with vanilla records and cells in a way that is not save. But that said, the mod was updated on the 24th so the author might have fixed the issues, i haven't tested it yet. The previous version is known to cause CTDs. You might need to create some patches yourself depending on the mods you use and their load order, but only xEdit will tell you if and what needs patching. Some mods offer to use the Star-UI icons, i found tho that this is way to fiddly and unreliable, so i reverted back to the no-icon versions of the mods. Unfortunately i can't really say much more as each load order is as unique as you are and there is a miriad of possible combinations. It might also be that your load order is OK, but as you deleted mods and re-installed some, your save is now f'd up beyond repair. For the future i can only recommend to get all mods together before you start a serious play-through. You can test mods beforehand on a save purely for testing and if it messes up there is nothing lost. But once you start your real playthrough you shouldn't change the load order. You can add new mods to the very end, but never move existing mods around. They need to remain where they were at the beginning of your game. Pure texture based mods like texture replacers you can alsways move around as long as they don't come with their own plugin. As soon as there is an ESM file involved, just don't move it, don't delete it until you are finished. The game is not designed to handle deletion of mods on a running save. It also is an ongoing issue and discussion since Skyrim and before and hasn't changed to this day. What you could do is to start a completely new save with the current setup and check if the CTD is still occuring. If yes, your load order is screwed or a mod is causing errors. If not, then it was your own fault by messing with the load order. Regardless, you will eventually need to start a new save anyway. If you send us your load order (just copy the plugins.txt content into a reply) somebody might look over it and potentially come up with some hints and tips, but don't expect a magick bullet or that the entire community jumps right onto it. It might take some time. -
Are you using Windows in multi-language mode? If yes change the Windows language to English US and use the tilde key or whatever is underneath your ESC key. If you use a different language you can also just try to hit every key until the console opens. Usually there is no mod that disables the console and as far as i know you would need to install an SFSE Plugin to achieve that. I am on a german keyboard so my key to activate the console by default would be my รถ. Check also all directories for INI files and see if there is any line in there that starts with sStartingConsoleCommand=bat <whatever> If you can't find it use your windows explorer search function, it can also look insidde text files and find any file containing this string. Without the "<whatever>" of course. Should be enough if you just search for the string "sStartingConsoleCommand=bat". It could also be that you installed a CCR Mod, in which case the mod or script file will be located in your SFSE Plugins folder, the file extension to look for is .toml. These files can also contain commands that can add entries to your INI files if they don't exist, so that might also be the case for you.
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They can be done when the CK releases. Then it will even be rather easy, at least for the ones with loading screens. If you want elevators like some of the mine elevators or the cargo elevators it will require some animations to be done. I am sure somebody will come up with 1x2 and 1x3 companion walkway style habs with an elevator plattform inside. Everything else is then almost childs play. Also possible are then teleporter plattforms. You step on them and you are ported a level above, or into the bridge or wherever else. Beam me up, Scotty!
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shipbuilder Categories not all showing up
tomsite replied to cybe13's topic in Starfield's Discussion
Here is my LO (LoadOrder) of my MO2 (ModOrganizer2) on my PC (PersonalComputer). SBC (Ship Builder Categories) is above all those Mods in the Deploy and LoadOrder. There is also a further Patch further at the bottom to fix some minor conflicts between "Ultimate Shipyards Unlocked - No Level Requirements" (USU) and "Junk In Your Trunk" (JIYT). USU sets the level requirement to 1 and JIYT sets it back to the vanilla value. To patch copy the entries from JIYT to your patch and change the level requirement to 1. Do NOT copy the records from USU as overwrite. JIYT uses a list entry instead of single items so you would loose those in the Ship Builder. When i counted right there are 37 records that need to be copied. For me, Place Doors Yourself is the most important mod that shouldn't be overwritten by others, that is why it is at the bottom of the order. There are some more conflicts in the load order, which are resolved by load order for me, or they are un-important. For example the Community Patch edits a few values and one of the mods reverts the change back to vanilla. If you like you can patch that too, but it doesn't impair functionality. So far everything works as expected. I got all items in the ship builder and nothing strange happened. Also do not add mods inbetween mid-game. If you want to add further mods add them to the very bottom of your load order and if required write a patch. Changing your load order mid-game so that already used mods shift their position in the load order is never a good idea. For example if i would like "TN's Class M Ship Building" in my load order now, i would add it to the very bottom of my load order and if required write a patch instead of moving the plugin into the middle of my previous load order. As you can see on the right of the screenshot all mods are also locked in their order so nothing can change that known and working state. I have to wait now until i am finished with the playthrough on this character until i can move TN's mod to it's correct place. And if you are mental as i am always check your load entire load order for conflicts in xEdit before committing it. It can be a lot of work, but in the end i rather spend some time getting it all set in stone than to not being able to finish the game or having constant CTDs. And also avoid using too many console commands, they can do nasty stuff to your saves. Not every issue is founded in the load order, but sometimes also in what people do to their saves. That includes letting mods shift their positions, or worse, deleting mods mid playthrough. The game is not designed to handle deletion of mods and it is notoriously bad at it. Establish your load order BEFORE you start a serious playthrough. Also test mods for their functionality on a separate save. I have saves for multiple stages and i keep a vanilla save at hand so i can start straight with the testing, without playing through the first introductory quests on Vectera and Kreet. If i need to test the Ship Builder i do then use cheats to up my level or to get a few million credits. But even there i am careful of what i am doing. Adding a few credits won't harm your save, but starting or modifying quests via console might already mess up your testing. When Loot is released for Starfield, do not rely on it. Loot is not a fail safe tool and can also mess up the best layed plans. On large load orders i use it once at the beginning, after that i never touch it again. And by now i don't really use it anymore at all. Not using it also forces you to look at your mods and you can learn a lot from it. Another and final tip. Do not reload saves inside the game. If you need to reload a save, exit, start and then load the save you need to go back to. There is a engine bug where the state of items is persistent across reloads. The error was found for Skyrim and FO4 and even tho not yet confirmed for Starfield it will surely exist here too. Especially for quest items this can have fatal results. You pick up a quest item and then need to reload. Internally the quest item is still picked up already, but on the reloaded save you would still need to pick the item up, but it is not there anymore as the game thinks that you already picked it up. The Quest would not be able to continue in this situation. So god rolling, where you reload again and again to get a desired item, can screw you really over later on, up to an unplayable game. Sorry for the acronym joke, but Aureth is absolutely right. These self invented Acronyms are a pain in the butt. They do not make you look more intelligent or as belonging to a group with "insider knowledge". And typing a few characters more doesn't hurt anybody. Hope above helps, Tom -
The Unity hits hard. Maybe the game thought it would be nice to really change everything and everything you experienced before in another Universe has to be different now. Maybe one day you enter New Atlantis and instead of being a nice city it will be a total dump and totally run down. ;). Or you go to New Atlantis and it will be the House Varuun main city and Andreja is the president ordering your decapitation Skyrim style. And then you see the cart and hear a familiar "Hey you, you are finally awake" followed shortly after by a nuclear explosion and the music from Diamond City Radio is playing in the background. You look at your Starfield watch, which is now a PipBoy and realize you spent the last few hundred years in a cryo pod. Then you jump in your spaceship to fly to NukaWorld on Mars to get some Chunks and Boom-Pop. You go back outside to fight a few dragons that roam the skies of Mars with the help of some Raiders and your trusty Nord Greatsword. A true experience in the world of Bethesda games.
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I have to agree with Aureth in some respect. There is nothing that CCR offers that you can't achieve otherwise. It just takes an input and passes it into the console. But it can also help to organize all your batch files and commands. Of course, you can enter 100 commands manually in the console and have the same effect, ie. the settings are changed. You can write a bunch of different batch files, thematically sorted, i.e. one for changes to the ship builder, one for outposts, one for the Starmap settings, then you just call a handful of batch files each time the game starts. Or you use CCR, have seperate files and don't need to manually enter anything anymore. And if you had enough of a "mod" or command collection, you just remove it from CCR and be done. I also use CCR, but sparingly. And sometimes it can also be very convenient to not use the StarfieldCustom.ini for everything. After some time you don't know anymore what entry belongs to what mod. With CCR you at least have some organized data that is easier to handle. We also now get to a stage where a lot of settings are put into ESM files. Well it has advantages and disadvantages as well. One is of course organization, you can very easily install them with any mod manager, but changing a setting to your liking is a bit more complicated for most. I also have one ESM with all the basic settings for my taste. It contains everything i usually never need to change. My StarfieldCustom.ini i try to keep as clean as possible and only use settings that i might want to change from time to time but not that often, for example disable character lighting during dialogues, disable the vanity cam. Anything else goes either into my startup batch that always runs at the start of the game and in CCR. To handle all this, it is the best solution . for me. And if i need to change settings on the fly without reloading the game entirely i just use console commands. There will be also mods out there in time, that do require settings in an INI file. These settings are mod specific and thus i don't want them in my StarfieldCustom.ini by default. Also here CCR can help, or ESMs or console commands. In other words, when i disable every mod i want my Starfield installation as squeaky clean as on the first day. I don't care about batch files in the installation directory as they don't do anything without my say. But otherwise i don't want artifacts in my INI files, folders and files from Mod-Installs left behind (looking at Vortex) or anything. And CCR offers this little bit convenience as well to achieve my goal.
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There are many settings in the Engine that are possible, but not all of them do apply to the game. All you can do is to try them out and see if they change anything. If you do test them, make sure nothing else is overwriting them. So you can put for example a setting in the StarfieldCustom.ini and then run a batch file at the start of the game that overwrites the setting in the INI File again. Yes, also "INI-Settings" have a load order. Pretty much all settings you can set in the INI, can also be changed during the runtime of the game through console commands and apply immediately. Same is valid for commands you can use in the console, there are many more, but not all actually do anything to the game or you don't have the right environment for them to work. Some Debug commands for example will only work for Bethesda in their specific environment. As user you can execute them, but nothing will happen. Commands in the console are nothing more than calls to functions in the engine, if the game doesn't use a function the command will do nothing. Sometimes you can also have commands/functions, that are artifacts from previous versions of the engine, but which got replaced by something else. So don't rely on the fact, that a command or setting has to cause a change or effect. I am pretty sure that the setting ugridstoload still exists in the engine, but as far as i know Starfield is not using this anymore. So you can set it in your ini and it will be loaded, but won't work or do anything. Just don't try this out now, i can't say for certain that this setting doesn't cause anything negative and in the past it was already a critical setting one shouldn't play around with. Also be aware that some settings, as mentioned above, can be critical and that changing them might work but also cause unforseen problems in the long run. And not all variable names do explain exactly what this setting does under the hood. Some seem innocent enough and in the end make your game unstable and constantly crash. As always, keep backups before you start messing about with settings you don't know exactly what they do and how they function. Everything you find on the internet you can take with a pinch of salt. Most of the time that are just educated guesses based on the names and that is not really reliable unless you know the source of that information is trustworthy. With trustworthy i don't mean that for example IGN is a great site for gaming, but rather people like Ian, the developer of SFSE and previous iterations, the development team of xEdit. They are peopple who take the game apart in detail, look at the code, know what certain functions do and how. If they give out information you can pretty much rely on it being as accurate as it can be. Not always 100% but definitely in the upper 90 percentile. Combined they have decades of knowledge and experience about the innermost workings of the games.
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help anyone who maybe had this problem?
tomsite replied to kyleftw's topic in Starfield's Discussion
Umm it might be a Bethesda thing, that changes however not the fact, that your hardware is not adequate to run the game. CTD might be an issue of the game and Bethesda can/could change something about it, however your hardware can also be a reason that this CTD shows up at all. With the appropraite hardware it might that this CTD is never a cause of concern. I get it, you want to play the game, you don't want to spend the money (or can't) for new hardware that is inside the system requirements, but the requirements are there for a reason. Sometimes there can be workarounds to some issues, but don't count on it. The fact is, your wants and needs are not alligned with the wants and needs of the game. The game wants a dedicated GPU, you don't have one. You want to play the game, the game says "nope, not until you give me what i require". If i only have 4GB RAM the game might run fine up to a certain point before all of a sudden starting to crash. Can Bethesda fix that? Possibly. But it wouldn't anything anybody would look forward to to play Starfield in 8bit graphic mode. So instead of simply crashing Bethesda will at most handle the OOM Exception and display a message that says "You don't have enough memory", you confirm it and the program exits gracefully instead of simply vanishing of your screen. CTD is fixed but you still can't play the game. Just live with the fact that Starfield won't run on your PC until you invest in upgrades or a new PC. And even if there is somewhere a workaround, it won't be a pleasant experience and remind more of a slideshow than a game. You also can't expect that a Fiat 500 can beat a Formula-1 racing car on a race track. -
SFSE for Microsoft Store / Game Pass version?
tomsite replied to DemonwolfC6's topic in Starfield's Discussion
LOL With this thread, who needs movies? I just want to sit back with a packet of crisps and a pint and watch the mayhem unfold. Somebody clearly understanding nothing about SFSE and how it works, arguing with the creator of said Loader if it works on GP or not. You really can't make this up. And then users, complaining about the consequences of their own decisions. Just classic. Anyway, I'll be back in the background enjoying the show. -
Try this: https://www.nexusmods.com/starfield/mods/3444 StarUI HUD lets you customize a lot on the HUD, you can resize widegts, reposition them to your liking or change the color etc. Description is on the mod page with a lot additional information. It is one of the must have mods for me.
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That means that somewhere between your PC and the server there is a problem. A ping alone does not provide any information on where this problem occurs. Also there are ISPs that use rate limiting on ICMP packages, which can also result in you seeing lost packages. To delve deeper into where the problem occurs you should first run a basic PING command and if it shows any sign of trouble also use the traceroute command (tracert on windows). It shows hop by hop what the response times are. A hop is every station between you and the destination and issues may occur at any of these hops. Here an example of a traceroute: C:\Users\tom>tracert -d www.nexusmods.com Tracing route to www.nexusmods.com [104.20.213.63] over a maximum of 30 hops: 1 <1 ms <1 ms <1 ms 192.168.178.1 2 18 ms 17 ms 18 ms 88.77.64.1 3 * 17 ms 17 ms 188.111.189.206 4 18 ms 17 ms 17 ms 92.79.214.236 5 27 ms 25 ms 24 ms 145.254.2.203 6 25 ms 25 ms 25 ms 145.254.2.203 7 * 25 ms 25 ms 80.249.211.140 8 27 ms 26 ms 26 ms 104.20.213.63 Trace complete. In above example you see that i reach Nexus's website after 8 hops (it can be more, but that is a different story and depends on the transfermethod being used between two points, for example some serial, ATM or MPLS connections will not show). BTW the -d parameter disables that the command attempts to resolve all names, i.e. translates each and every IP-Address to a name. Here everything is OK as the responsetimes are grouped nicely together between 17 and 26ms. The * indicates that no response was received, however as said above, ISPs also use rate limiting on ICMP and thus drop some PING packets. It simply saves them a lot of bandwidth and avoids some attacks or at least mitigates them. Let's assume Hop 5 would display 1000ms and more, then you could look up the IP Address and see what ISP has problems. If hops 1-7 are OK but Hop 8 in this example shows excessive response times then the Nexus CDN has an issue. Speaking of which, as Nexus uses a CDN, the shown IP is not the real IP of the server than actually has the content and serves it to you. You might get cases where Hop 8 shows excellent response times, but inside the CDN there is a problem causing slow download speeds for you. To wrap it up in a few sentences, in a CDN multiple servers host the content. Depending from where you access the content, the CDN decides from which server it delivers this content, but it hides the true server from your prying eyes. This increases security and for you it doesn't make a difference. So next time you get slow speeds use the tracert command on WIndows, it will show way better where the issue occurs and is a lot more helpful than a normal PING.PING gives you nothing more than a very rough indication.
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Don't forget that modding evolved over the years as well. Most of the still pimple faced teenagers with their huuuuuuuuuuuuge breasted, mass produced, follower "mods", which were just a template for wet dreams vanished. Also people learned many hard lessons over the years and discovered many things that can be done, despite everybody saying it can't be done. Given the changes under the hood and also more stable Windows versions it certainly adds more stability. Sure, there are still many things bethesda hasn't touched and thus fixed, but generally SE is a lot more stable than Oldrim. Even out of the box with no mods at all it is more stable. I can now play for hours on end without a single CTD (of course, i also learned over the years and know how to place mods in the right order, patch them, create bashed patches etc.) which also helps a lot. Just be careful what mods you use. There are also "conversions" out there of already buggy mods, which are now taken over by people who actually have no idea what they are doing at all, let alone that they know anything about modding. But if you take the mods that were already successful on Oldrim, and which are ported by the original author(s) and which also evolved in their modding with the years, you can have a fantastic experience, even if you mod your game heavily.
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It is still in Alpha, but that doesn't say anything. Alpha, Beta, RC etc. are just labels given by the developer to indicate a development status. They all do not say anything about stability and performance.Usually Alpha means that the release is not feature complete, may contain serious bugs that can cause total crashes of the software or the entire OS and can contain debug code (code snipets that generally add tons and tons of debug information to the log files and handle certain exceptions). There is software out there that is more stable, complete and reliable in Alpha State, than other programs in their final release state. And here we come to SKSE64. I am using it since a few hundred hours play-time and i have no issues with it whatsoever. Apart from the occasional CTD the game is stable (a lot more stable than the old Skyrim), and the crashes are more where one knows the game will crash and they are founded in Bethesda's fantastic programming. So basically the crashes are not SKSE's fault and would happen regardless if you have SKSE installed or not. The best thing you can do is to install it and play with it. If you don't notice any strange behaviour everything is fine. As said, i don't have issues with SKSE, it works, it's stable and the mods i am using with SKSE Support are working as well.
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Seriously, i liked the old design, but.... I love the new design. It looks fresher and is easier to navigate. I have to admit though, that i needed a day to get used to it, but now i am comfortable with it and think that it is much better than the old one. Sometimes you simply have to embrace change.
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Game won't start after forced Steam update
tomsite replied to AleCuneo's topic in Skyrim's Skyrim SE
I can confirm this works like a charm. Thank you cdredz -
Dude, i love you. I want your babies! You just saved my bacon as i forgot to backup the executable. Now i need to install the mod from cdante before i do anything else.
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Geez guys, Vortex isn't even released in it's Alpha-State and the amount of users knowing best is hitting the roof. We know pretty much nothing about Vortex, we don't know if it will be a virtual folder like in MO or if it will dump all mods in Data/. We don't know anything about it's compatibility with NMM and if the data can be migrated. Heck, we don't even know if this was ever a discussion in the development team of Vortex. So hold your horses until a release of Vortex and then you can start whining, complaining or even much better, offer some constructive critic with which the developers can actually work. I personally like following features of MO and hope they will be available in Vortex: 1. Virtual Folder. if i close MO i have a squeaky clean Data folder and could start a game completely without Mods if i want. it is the fastest "Out-of-the-box". 2. Each mod is isolated from all other mods. 3. That archives and plugins are seperated from each other. I can put a plugin at index 01 and the archive at index 254 if i please. This solves many issues with conflicting files. If these features are present in Vortex, i will be happy already. If not it would be sad, however i am quite capable to also mod the living hell out of the game without any mod-manager. it is just not as comfortable.
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Simply said: There is no general rule on how to sort the plethora of mods. There are tons of mods where you must decide what is more important to your gameplay. Lets assume you have two weapon mods. Mod 1 adds a weapon and changes the damage of another one. lets say it lowers the value. Mod 2 adds a weapon but changes the same damage value as Mod 1, but increases it way above the original value. You will need to decide now what you want, the lower or the higher value and then put one or the other mod higher in the load order. Same with mods, that for example change the same texture. You like the features of both mods in general, however you prefer one texture from one mod and another from the second mod. One mod changes the ground textures and lets assume water, the other changes wall pieces and the same water as mod 1. With the load order you can now control what water texture you want in the game. Sometimes you will even find mods that make another mod obsolete as both change the same values. Modding bethesda games is an art form and can require a lot of time. Sometimes more time than the actual playthrough. Modding can create or solve conflicts, and sometimes you need to create patches yourself to solve issues and sometimes you can merge several plugins. Merging makes sense if you have a lot of small mods and you want to limit the amount of plugins in your game. In Fallout 4 for example i merged many build plugins. So intead of having 40 plugins i had only 1, which means i could install another 39 plugins before hitting the magical 255. For Skyrim lets assume you have a mod that adds a sword and one that adds a crossbow, with merging you could create one mod out of both and instead of loading two you only load one. Disadvantage of merging: You need to merge again if there is an update. Loot can give you a good starting point to sort your plugins, but generally i hardly use it anymore and then only to have this starting point. Loot can't sort according to your personal preferences and it doesn't sort according to archives (i.e. textures that get overwritten by multiple mods). For myself i use ModOrganizer (MO) and xEdit. MO can show you conflicts with regards to files that get overwritten by another mod and you can solve these conflicts by simply rearranging the order of mods. xEdit can show you conflicts inside the plugins, for example values that get overwritten by another plugin. With xEdit you can also create patches to solve the issues without changing the original mods/plugins. On all topics you can find loads of information on YouTube. I can highly recommend everything from Gopher, Darkfox127 and Elianora. As the underlying architecture for Fallout 4, Skyrim, SSE etc. is the same, you can also get any information on those games and put it to good use in SSE.
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Welcome to life Crimson ;). Nawww really, i agree and can relate to your comments. Usually i don't even watch the forums as there are just too many bs-artists out there. I haven't released any mods for Skyrim nor FO4, however i was active in another game as a modder, but since it really pissed me off how some tosspots react i just thought to myself "Let them write their own mods, i will just do it for myself and my friends and period". Now these idiots come along and ask why i don't release mods anymore and they saw this cool mod there and there on Youtube. So yeah, there are idiots out there and you can't always ignore them. It is sad that some just jump on a modder only because they can. But then there are "modders" who also should first learn the basics about modding before releasing anything. I myself appreciate each and every mod (par the most stupid ones), and if a mod is really good i even sometimes comment. Otherwise i keep my mouth shut, maybe also better that way as i can be extremely sarcastic. And you always can count on the fact that some people just have an IQ of about room temperature meassured in degrees Celsius. They are lacking any reading competence. So even if you would answer them, there is a high chance that they are not capable of reading nor capable of understanding what you wrote. Tom
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I see you have cleaned out your mods, but did you also test it with just the vanilla DLCs and vanilla Settings with a complete new Savegame?(i.e. as fresh as out of the box)? Sometimes Bethesda Games start stuttering until you have finished a certain quest, or if you have too many quests running. Try finishing most quests, especially the side quests. Also be aware that some mods do also cause stutters, even though they don't crash the game. Anything that modifies the worldspace is a good candidate for causing stutters, even in areas that have absolutely nothing to do with the mod apart from being as far away from the modded area as you can possibly be.
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If you edit the Loot Executable Settings in MO2 check that the "Start In" Parameter is empty. I had the same issue. If empty select some directory as "Start In" Parameter and save the settings. Start Loot, which will either not start at all or will be empty. Edit the settings again and clear the "Start In" Parameter, save, close, close MO2, start MO2, start Loot and hopefully it should work then. But you also know that MO2 has Loot build in? I know that the full interface is much nicer to work with, but if you switch to the the plugins Tab and select Sort, it actually does run Loot.