mattderes Posted August 24, 2016 Share Posted August 24, 2016 So, I've been using mods for a few months now. I'm just a user and I'm sure no expert with even that, but I'm starting to find my way around some stuff. Anyway, here's the situation. I'm running two mods that directly affect the Whiterun area: Beautiful Whiterun (by MorninJerky) and Breezehome FullyUpgradable (by Sku11M0nkey). If I load BW before BFU, both seem to work okay. Whiterun gets all the lovely trees and stuff and Breezehome works as advertised (or at least seems to; I've only had it for a little while). Great. Except that every time I run LOOT, it wants to switch positions, which will obviously create problems. Is there a way I can force LOOT to ignore these two or to at least keep them in the order I want? I'm still experimenting with a lot of mods and LOOT has really been valuable in keeping my game working, so I'd like to keep using it going forwards. Link to comment Share on other sites More sharing options...
BlackRoseOfThorns Posted August 24, 2016 Share Posted August 24, 2016 I don't remember where it was in NMM interface, but Mod Organizer lets you lock certain .ESPs in place when you right click on it in the load order window. Link to comment Share on other sites More sharing options...
Project579 Posted August 24, 2016 Share Posted August 24, 2016 (edited) You cannot force loot to ignore mods (i know it's frustrating). I don't remember if NMM has the option to lock load order you could try fixing your load order without Loot using TES5Edit to see the edits that the .esp do and following this guide (the part referring to load order): https://forums.nexusmods.com/index.php?/topic/753253-only-you-can-prevent-forest-fires/ Edited August 24, 2016 by Project579 Link to comment Share on other sites More sharing options...
lofgren Posted August 24, 2016 Share Posted August 24, 2016 You can edit the metadata for any mod in loot to tell it to load after another mod. This is documented in the app itself. Link to comment Share on other sites More sharing options...
Project579 Posted August 24, 2016 Share Posted August 24, 2016 (edited) Yes but you cannot change the metadata info that LOOT already has in, for example you cannot have Guard Dialogue Overhaul before Immersive Armors with Loot and you can't remove previously configured metadata. Edited August 24, 2016 by Project579 Link to comment Share on other sites More sharing options...
lofgren Posted August 24, 2016 Share Posted August 24, 2016 Not sure why you would think that. It's never been a problem for me. The user edited metadata appears to be loaded after the masterlist, as it should be, and I've tweaked my metadata multiple times. Link to comment Share on other sites More sharing options...
Project579 Posted August 24, 2016 Share Posted August 24, 2016 Not sure why you would think that. It's never been a problem for me. The user edited metadata appears to be loaded after the masterlist, as it should be, and I've tweaked my metadata multiple times.You cannot remove rules that are pre defined by LOOT inside the Load After tab. Link to comment Share on other sites More sharing options...
lofgren Posted August 24, 2016 Share Posted August 24, 2016 I see, I think I misunderstood the problem. I would recommend renaming the plugin then. Loot recognizes mods by name so if you change the name of the plugin you can add whatever metadata you want. You could also submit a bug report to loot. Link to comment Share on other sites More sharing options...
Project579 Posted August 24, 2016 Share Posted August 24, 2016 I see, I think I misunderstood the problem. I would recommend renaming the plugin then. Loot recognizes mods by name so if you change the name of the plugin you can add whatever metadata you want. You could also submit a bug report to loot.Renaming plugins is the worst thing ever just don't use Loot or remove the plugin then replace it where it should go. Link to comment Share on other sites More sharing options...
lofgren Posted August 24, 2016 Share Posted August 24, 2016 (edited) Renaming plugins is only a problem if another mod uses scripts to access their assets. Edited August 24, 2016 by lofgren Link to comment Share on other sites More sharing options...
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