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Load order instructions


DaughertyUSMC

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I notice that less and less mod authors are putting a suggested load order position for their mods that facilitate an .esp plugin in the mods' installation instructions. Ya'll really need to start doing so - it would save a lot of time, borked game saves, and additional hours spent answering related questions. Just a suggestion - do what ya want.

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For the most part, Vortex's inbuilt LOOT, or for MO2 users, the standalone LOOT, sorts that out for you. In some cases where a specific global load order for their mod (or any optional, co-located patch files) is a potential concern, they ~generally note it. I think that may be why they no longer rely on explaining it in text as a general rule.

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What you say is true. I use about an even 300 mods, 90% of which I have no idea where in my load order they should go. LOOT is used universally as the "go to" LO sorter, and yet is perhaps 70% accurate, MOST of the time when dealing with a large mod-list. When I run LOOT to sort my LO, accept the new order, and view my plugins, I find RaceMenu situated with hair mods that use SMP physics below, AND, above it. Thats just not right! And this is just one of many examples I find in my LO.

 

ATM, I am crashing whenever attempting to exit the Lakeview Manor home, into an exterior cell - doesn't matter where, whether it's just stepping out thru the front door, or COC'ing to Whiterun via console. I have no idea whatsoever as to the cause, respectively, how to fix this, because my LO is all over the map, and I do not know what mod(s) is the cause, or what to disable to narrow it down. This is a new game fyi, using ASLAL that places me inside Lakeview Manor after using the ASLAL bed.

 

It may well be that THIS is causing these CTD's - I have never elected to start there b4, and perhaps there is a conflict between the mod placing me there, and the actual game engine unable to recognize this due to NOT having earned it via the Falkreath Yarl's quests and becoming the owner thru actual purchase. Also there is no house carl, of course. which is what made me stop and think about this method of beginning my game at this location.

 

I am going to exit here, now, and begin a new game, placing myself where I always had b4 without issues arising because THAT location is the "Luxury Suites" and is a modded location itself, and exists on ground that vanilla SkyrimSE does not use for anything - perhaps this is why it has always worked.

 

Thank you Anjen, for replying and your time!

 

Mike D.

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Truth be told, I have several logs at various places - not sure which is pertinent as I don't have enough savvy of the inner workings of mods to really understand what I am looking at. I think a lot of people just assume that if one mods his/her game, they must obviously be a degree holder in advanced computer sciences, write C++, coupled with an uncanny ability to understand and interpret the inner workings of the mod author's mind. I have none of these things in my repertoire, so it's all foreign to me.

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I found in my various logs (papyrus, SKEE, SKSE, etc) that a few things failed to load or enumerate - however it works. I didn't know really what I was looking at other than a couple mods likely failed to fire a script or two - it was enough to decide to disable ALL plugins, and renable the core plugins ( SkyUI, UIExtensions, CBBE, USSEP, a few mods needed for face presets I use, and others I KNOW are stable and non-conflicting, etc.

 

I began a new game, and I have slowly been adding plugins as I go. Not what folks would recommend, true, but so far EVERYTHING works, and game is running flawlessly and very smooth. It's a risk to my saves, yes, but a new game is not a huge loss progress-wise - I haven't done much of anything, other than acquire Thaneship in Falkreath, and purchase Lakeview Manor. Easily re-done if it comes to it.

 

At some point, the "culprit" will get added, crash the game, and then I will know what needs to change, and understand the log a bit better once I know what I am looking for. Besides, I am a retired Marine who operated with MARSOC - I am used to conflict! LOL.

 

I want to take this opportunity to thank you guys 4 your excellent assistance!

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Atm, my game is running smoothly - no crashes, going in and out of cells rapidly causes no issues, and transitions fast as it should do. Just taking my time, allowing the game to run for quite a while, making a save, and then enabling a couple more plugins, rinse and repeat.

 

Only problem remaining is that I continue to CTD when attempting to add any hair style w/physics, either via Racemenu, or the wigs in-game. Vyxenne is of the opinion that the large number of us experiencing this issue, are all in error, having incorrect mod versions for our game and SKSE64 versions, e.g. FSMP, RaceMenu, etc.

 

I find this personally to be a huge over-simplification - she maintains the stance that the hair mods in question: "KS Hairdos HDT-SMP", and her "Yundao Hair With Physics" couldn't possibly have problems! I find this to be an inaccurate assessment of the facts - I know for a fact that ALL of my mods are up to date, the correct, correlating versions to my game and core mod versions in place. Interesting as well, is that there ARE 2 or 3 of the KS hairstyles I can use that DO NOT crash my game, even though the rest of that bunch, DO. So it is merely common sense to derive from this, that there IS, in fact, an issue (coding?) with these hair mods, that does NOT play well with the AE version of the game, and possibly Racemenu itself.

 

This is my conclusion (suspicion), but I lack the knowledge to verify, and/or fix this, and am therefore, unable to produce any viable repair. It is frustrating, yes, and I am stuck with a hairstyle that I really do not want to use, but I have no other real options in terms of using hairs w/physics, and will have to live with what I DO have.

 

Neither hair mod seems in any hurry to update to a more current version, and until this happens, what's one supposed to do?

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