LionsCrest Posted August 15, 2022 Share Posted August 15, 2022 So recently i got this modpack https://eso-ui.com/skyrim-se-high-end/ the high end one. I downloaded everything, got everything to work. I slowly added some mods one by one.But then i added 1 mod that conflicted with many mods and i tried resolving it using the suggested methods for what it suggested me...then i hit save, and now everything conflicts with one another. I'm a real noob modder that has no idea what to do. I tried to look at the tutorial for beginners but it just made no sense to me. The one mod i tried to add was loot glow subtle and it conflicted with so many, and i deleted it hoping it would've fixed it, but i couldn't undo the mod load order that i had set for what it suggested me. Would be even better if someone could maybe get on discord with me and show me since that will probably be the quickest way. I appreciate it in advance. Link to comment Share on other sites More sharing options...
Community Manager Pickysaurus Posted August 15, 2022 Community Manager Share Posted August 15, 2022 By adding an additional mod you've introduced a cycle into the mod rules. Review the settings for that mod and you may find the problem. The UI for cycles definitely isn't the best, you can right click on a node (circle) and select "Highlight cycle" to see how the cycle was created, then you just need to right click on one of the lines in that cycle and choose "Flip rule" to attempt to correct it. What may be easier is just to set you newly added mod to "Load after" everything else. Link to comment Share on other sites More sharing options...
LionsCrest Posted August 15, 2022 Author Share Posted August 15, 2022 On 8/15/2022 at 2:26 PM, Pickysaurus said: By adding an additional mod you've introduced a cycle into the mod rules. Review the settings for that mod and you may find the problem. The UI for cycles definitely isn't the best, you can right click on a node (circle) and select "Highlight cycle" to see how the cycle was created, then you just need to right click on one of the lines in that cycle and choose "Flip rule" to attempt to correct it. What may be easier is just to set you newly added mod to "Load after" everything else. So i added the mod, did the suggested load order it told me too. which conflicted with multiple, so i uninstalled/removed that mod. And then when i tried to fix the conflicting mods by flipping some. it created more problems unfortunately. that web that you see from the image i posted is now larger. I should have just set the new mod i had gotten to load after everything. Link to comment Share on other sites More sharing options...
LionsCrest Posted August 15, 2022 Author Share Posted August 15, 2022 I somehow managed to fix it, by flipping around like 100 of them to eventually making the web smaller which made it easier. Then i ran into another problem that said i had redundant mods, that i should just disable. about 10 of them, then i went to each one individually and flipped those around so the notifications would disappear and deployed the mods everytime i finished with one to see if it would go away. and it did. Somehow i managed to fix it? I think. I loaded into the game with no issues, but it's hard to tell if anything is messed up. Link to comment Share on other sites More sharing options...
Tannin42 Posted August 16, 2022 Share Posted August 16, 2022 You can also right-click on a mod and then click "Load this last". So if you have mods that are definitively "most important/most specific" you might want to use that on them to load them last among all connected. A mod loading after all its conflicts can't be part of a cycle so that mod will definitively disappear but others might as well. Regarding redundant mods: That's not too surprising. If you load a big "replace every texture" mod after a specific "replace this one type of fences" mod, the more specific mod will likely be obsolete. That's why you'll probably want to load these small, focused mods late when they conflict. Link to comment Share on other sites More sharing options...
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