LeHoserGoat Posted May 30 Posted May 30 I am new to modding so I don't know what causes things to be in certain load orders but my replacers seem to need to be loaded last in order to work, which causes problems with other mods that also need to be loaded last. Is this a normal thing for replacers? Can I change it somehow? I'm using Starfield Hair and Beards for some, if that makes a difference. Thanks and lmk if I'm doing something wrong here in forums as I'm new to these as well lol
HeyYou Posted May 30 Posted May 30 What mods are you running? If you have two mods that do the same thing/try to affect the same things, yeah, that's gonna be problematic.
LeHoserGoat Posted May 31 Author Posted May 31 I have the replacers working fine, but the people who are trying to use my mods who have anything that needs to be loaded last, whether it be something that affects the characters or not, it doesn't work. I'm just wondering if I can do something on my end to fix that.
aurreth Posted May 31 Posted May 31 The truth is there are very, very few mods that absolutely have to be loaded last, whereas there are a lot of mod developers who claim their mods have to be loaded last because they either don't know how to debug mod conflicts or don't want to take the time. You can use xEdit with the "-VQSC" flag to find conflicts and correct them as necessary. I'm looking at your Jessamine replacer: You probably shouldn't start a file name with an exclamation point. No telling what Starfield will accept as a valid starting character, or might consider a special instruction (like a period meaning 'hidden'). You have RTFP as a dependency. RTFP hasn't been updated since last October. SFSE has been updated twice since then, so RTFP isn't going to work and your mod won't be loaded. If you are working with a character replacer, you should do your best to make it work without a mod which will break every game update. If you really want the hair contact zone79 and ask if you can copy the files for that one hair style to your mod. Lastly (for now) are you using small, medium or full masters? There are some mods which will not work unless they are full masters, even if nothing is wrong with the mod structure. I don't know the rules for Starfield, but in FO4 it was like "anything that changes a cell has to be a full master". 1
LeHoserGoat Posted May 31 Author Posted May 31 I see what I find with xedit ty 1. Ah I had the exclamation point just to find it better but I'll change that. 2. Yeah I'll have to make versions without rtfp, just realized today that it is super outdated. 3. Ngl I have no idea how I would copy files over to my mod so I'll look into that. 4. It should be a small master. Ty again
LeHoserGoat Posted June 3 Author Posted June 3 Found the problem, something called BlueprintsShips-Starfield was a parent master, for some reason. It gets loaded last by loot every time which makes the mods that technically depend on it not get loaded, from what I understood from someone elses post. I removed it was a parent and now my mods work not in last load order. TY again for the help!
aurreth Posted June 3 Posted June 3 11 hours ago, LeHoserGoat said: Found the problem, something called BlueprintsShips-Starfield was a parent master, for some reason. It gets loaded last by loot every time which makes the mods that technically depend on it not get loaded, from what I understood from someone elses post. I removed it was a parent and now my mods work not in last load order. TY again for the help! Older versions of xEdit automatically loaded Blueprints under the assumption that it was required for everything. Mods created with those older versions end up with Blueprints as a master. Update to the latest version (4.1.5o) and then Clean Masters on all your mods (that aren't small or medium, you still can't do more than view those). That will fix all the older mods made before it was known how Blueprints was loaded.
LeHoserGoat Posted June 4 Author Posted June 4 On 6/3/2025 at 8:49 AM, aurreth said: Older versions of xEdit automatically loaded Blueprints under the assumption that it was required for everything. Mods created with those older versions end up with Blueprints as a master. Update to the latest version (4.1.5o) and then Clean Masters on all your mods (that aren't small or medium, you still can't do more than view those). That will fix all the older mods made before it was known how Blueprints was loaded. Ah I see, ok ty again!
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