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See anything wrong in my Loot Order? Do I need a Bashed Patch for any?


easywolf

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Hey there, See anything wrong in my Loot Order? Do I need a Bashed Patch for any?

 

I'm pretty much a noob, but will dig up the info needed on how to create a bashed patch or change my load order through Vortex rules creating (Load after or before a certain mod) if necessary. Also will be adding enhanced blood textures.

 

Thanks!

 

General Information
Masterlist Revision 7cbb571
Masterlist Date 2019-02-27
Warnings 0
Errors 0
Total Messages 7
Active Plugins 71
Dirty Plugins 0
Total Plugins 74
Latest LOOT thread.
Your Skyrim SE is up-to-date.
Your SKSE 64 is up-to-date.
0 0 Skyrim.esm
1 1 Update.esm
2 2 Dawnguard.esm
3 3 HearthFires.esm
4 4 Dragonborn.esm
5 5 MajesticMountains_Landscape.esm
6 6 Lanterns Of Skyrim - All In One - Main.esm
7 7 Unofficial Skyrim Special Edition Patch.esp
8 8 Sneak Tools.esp
9 9 Grass Field.esp
10 a Immersive Sounds - Compendium.esp
11 b SimplyBiggerTreesSE.esp
12 c SMIM-SE-Merged-All.esp
13 d Cutting Room Floor.esp
14 e BetterQuestObjectives.esp
15 f BetterQuestObjectives-CRFPatch.esp
16 10 MajesticMountains.esp
17 11 SkyUI_SE.esp
18 12 usable lantern.esp
19 13 RLO - Interiors.esp
20 14 surreal lighting.esp
21 15 Forgotten DungeonsSSE.esp
22 16 Beasts of Tamriel.esp
23 17 Bijin_AIO 2018.esp
Bijin NPCs.esp
24 18 RLO - Exteriors.esp
25 19 HoH.esp
26 1a GhostsOfTheDeathbells.esp
27 1b SkyrimSewers.esp
28 1c zombie.esp
29 1d DiverseWerewolvesCollection.esp
Bijin Warmaidens.esp
Bijin Wives.esp
30 1e BlendedRoads.esp
31 1f Celtic Music in Skyrim - Combat.esp
32 20 Celtic_Music_In_Skyrim_SE.esp
33 21 Celtic_Music_In_Skyrim_SE_Dungeon.esp
34 22 DeadlyDragons.esp
35 23 DiverseDragonsCollectionSE.esp
254 FE 0 Deadly Dragons - Diverse Dragons Collection Patch.esp
36 24 DurnehviirResurrected.esp
254 FE 1 DWC Better Quest Objectives Patch.esp
37 25 Footprints.esp
38 26 Genuine Giants.esp
39 27 GirlHeavyArmor.esp
40 28 ogCannibalDraugr.esp
41 29 GrahlsOnSolstheim.esp
42 2a IcePenguinWorldMap.esp
43 2b Immersive Movement.esp
44 2c Immersive Movement - Wildcat Patch.esp
45 2d KarstaagReborn.esp
46 2e More Bear-Like Werebears.esp
47 2f MoreWerewolves.esp
48 30 ogFalkreathHauntings.esp
49 31 notice board.esp
50 32 WoollyRhino.esp
51 33 ogBogmort.esp
254 FE 2 Qw_ISC_CRF Patch.esp
52 34 RLO - CRF Patch.esp
53 35 RLO - Effects.esp
54 36 RLO - Illuminated Spells.esp
55 37 RoyalElven.esp
56 38 Savage Wolves - Fox Fix.esp
57 39 Sneak Tools Vanilla Hoods.esp
58 3a Sneak Tools Vanilla Masks.esp
59 3b WendigoAndHowler.esp
60 3c Werebear AV Fix.esp
61 3d Werewolves and Werebears Distributed.esp
62 3e WWD DiverseWerewolvesCollection.esp
63 3f Ordinator - Perks of Skyrim.esp
64 40 Wildcat - Combat of Skyrim.esp
65 41 UltimateCombat.esp
66 42 RealisticWaterTwo.esp
67 43 RealisticWaterTwo - Waves.esp
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your dragon mods probably include leveled list edits, so a Bash Patch is Warranted, its very simple to create:

 

Download Wrye Bash: https://www.nexusmods.com/skyrimspecialedition/mods/6837

 

Open it - scroll right down to the bottom, Locate: Bash Patch,0 - Right Click on it - and Click on Rebuild.

 

done :wink:

 

as for Load Order:

 

Download SSEEdit: https://www.nexusmods.com/skyrimspecialedition/mods/164

 

Open it, load all mods, by simply clicking ok - wait for it to load them all

 

then click on any mod and select Apply Filter For Cleaning, once finished, (this will now show any mod that conflicts with another)

 

look for any mod that has Red Backgrounds - this means the mod conflicts with another mod and is being overridden, depending on what it conflicts with, will determine how bad this conflict is, if it is simply leveled lists, then creating a Bash Patch will resolve the conflict.

 

if it is not simply leveled lists conflicts, then the load order will need to be changed in order to resolve the conflict, if nothing is done to resolve it, then the mod will be made redundant. and could cause more severe issues, if these conflicts are to do with Navmesh, or Cell editing.

 

Note: Red Background means Conflict, Red Text means the mod is being Overridden

 

Note: if all of your mods are Green in SSEEdit, then you have a Good Load Order, and should not experience any issue in game regarding load order.

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Wow Pyro, thanks for all this USEFUL Info!

 

I have SSEedit, after running loot, I usually open SSEedit, click on ok (with every mod checked as is) than it says finished. You mean right after this step, right click on any mod I feel like than select apply filter for cleaning and press ok and it will show me on the left pane all my plugins in color?

 

Once it's done I'll look for colored mods, gotcha. I'll go do it right now actually. Thanks a ton man.

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Oh shytes! I have 30 at least in red text, 20 green in green, 15 orange, oh shytes lol???

 

Worth cleaning or just restart from scratch? I've changed/added/deleted about 10 mods since the restart. At lvl 15 mow and not planning to change anything anymore.

 

I noticed the last 2 I reinstalled are green, is reinstalling all mods risky?

 

Should I apply filter for cleaning to each one and their master files, than remove identical to master records followed by undelete and disable references?

 

Game seems very fine, 60fps also, with an occasional coming out of store in whiterun crash.

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Green = these are the only mods of their kind, so they do not conflict or interact with any other mod. very good to see these, as these cannot cause issues regarding load order or conflicts.

 

Orange = Override without conflicts, generally master files, and patches, master files because you want mods to override them, and patches because you want them to override the mods they patch, so generally orange is ok, should not cause problems for the most part.

 

Red however is an issue.

 

so now, you will want to view which records are conflicting. so click on the mods in red, and then the little plus sign to view record entries, and then navigate to which record is conflicting (will also be in Red), then determine what type of issues will occur from these conflicts.

 

Navmesh conflicts: will result In incorrect Ai Pathfinding, Deleted Navmeshes: will result In CTDs, usually in close proximity to the deleted navmesh 100% Reproducible crashes (basically it will CTD every single time)

 

Cell Edits/ World Space Edit Conflicts, can result in all sorts of issues, such as missing content (an Example, is say their is a conflict in an inn, this can result in invisible floors, walls etc etc, basically Npc(s) and the player, will continuously fall through floor and teleport back then fall again in an endless loop) but their are many issues that can arise from these types of conflicts. the more severe issues, will be from mods deleting content whilst another mod creates content in the same place. these type of conflicts are very likely to Cause CTDs, but it is also possible for them to Cancel each other out, thus making none of the conflicting mod(s) content appear in game

 

Leveled List Conflicts: without a Bash Patch, the mod lower in the load order, will always override the other mod higher in the load order, thus making the other mod redundant, these types of conflicts are very simple in their consequence. a Bash Patch will fix these easily.

 

All other Conflicts: will be a matter of Load Order, and you will need to decide which mods you want to have their content appear in game.

 

conflicts are not only created by 2 or more mods editing the same thing, they can also be created by 1 mod deleting something in the same place another mod creates, these can very easily cause Crashes (CTD) <-- which is what Red Conflicts also mean.

 

Looking at the record entries, you will be able to see exactly what a mod has done.

 

If Their is a Red Conflict, on a placeable Object Record entry, that means another mod has either also placed something in the same place, or it has deleted something in the same place another mod has placed an object.

 

Note: Uninstalling and Installing Mods in an Active Playthrough is Very Risky, I Strongly Do Not Advise, Especially for any mod That Deals with Scripts, Removing Scripted mods, can result in Save Bloat (which will cause Severe Issues, such as Crashing Freezing, and Infinite Load Screen) and finally Save Game Corruption.

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Do you mind if I ask you more questions? Or is it best I read the whole tes5edit guide?

 

I'm just having a hard time understanding what each red conflict is telling me.

 

I see some have red cells, but most have red world spaces, others leveled lists.

 

For the ones that have red leveled lists, I don't touch or clean them but make a bashed patch instead?

 

Can I pay someone to take over my computer and clean them lol.

 

Like how do I know when it's ok to clean them with the regular 3 step process?

 

Do I go to each one, select it and it's dependant master file or files, apply filter for cleaning, remove identical to master records followed by undelete and disable references?

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Guys, I know this sounds annoying, but can anyone kind of take my hand and guide me through this mess lol. If you think it's not fixable just tell me to restart the game fresh.

 

This is what SSEdit is showing me, but honestly I'm friggin lost man, like what to do next with all this lol?

 

Update, dawnsguard, hearthfires, dragonborn are all red

 

1. Majestic Mountains landscapes esm worldspace red

2. Lanterns of skyrim worldspace red

3. Unnoficial Skyrim patch red

4. Sneak tools cell and a few others green

5. Grass field landscape texture green

6. Immersive apunds some red, orange, green

7. Simply bigger trees worldspace red tree green

8. Smim worldspace red, a few others green

9. Cutting room floor many red orange gr

10. Better quest objectives book and quest orange

11. Better quest objectives patch quest orange

12. Enhanced blook textures game setting red, 2 others khaki, 2 green

13. Majestic mountains esp static orange others green

14. Skyui no colors

15. Usable lantern orange idle animation, green misc item

16. Mintylightning no colors

17. Rlo interiors activator, cell, image space, light red, faction and lighting template green

18. Surreal lighting image space orange, 3 green

19. Forgotton space worldspace red a few greens

20. Beasts of tamriel cell, leveled npc, worldspace red some orange some green

21. Bijin aio 2018 armor addon red non player character orange

22. Rlo exteriors worldspace red

23. Hoh worldspace red some orange some green

24. Ghosts of the deathbells worldspace red cell khaki

25. Skyrim sewers worldspace red cell khaki

26. Zombie worldspace red, leveled npc red, magic effect red, cell khaki, some greens

27. Diverse werewolf collection leveled npc red, non player char red, some green

28. Blended roads static orange

29. Celtic music 1 file green

30. Deadly dragon location red, leveled npc khaki, location khaki, faction green

31. Diverse dragon collection global green

32. Deadly dragons diverse dragons patch formd list green, spell green

33. Durmevhiir non player char npc orange, magic effect green

34. Dwc better quest objectives patch quest in green

35. Footprints no colors

36. Genuine giants non player char & race green

37. Girl heavy armor Armor addon khaki

38. Cannibal draugr cell & worldspace green

39. Grahls on solstheim leveled npc red, cell khaki, worldspace green

40. Icepenguinmap weather green

41. Immersive movement movement in red

42. Karstaag reborn 3 in geeen

43. More bear like werebears spell in green

44. More werewolves worldspace red cell green

45. Falkreath hauntings worldspace red

46. Notice board worldspace red

47. Wooly rhino worldspace red cell khaki

48. Bogmort worldspace red dialogue khaki

49. Qwisc patch magic effect and sound descriptor green

50. Rlo crf patch cell green

51. Rlo effecta no colors

52. Rlo illliminated spells light in orange

53. Royal elven armor no colors

54. Savage wolves non player char khaki race green

55. Sneak tools vanilla hoods armor khaki, object effect green

56. Sneak tools vanila masks armor orange, object effect green

57. Wendigo and howler cell, leveled npcs & worldspace khaki, 3 more in green

58. Werebear av fiz armor in khaki, race green

59. Werewolves and werebears distributed non player chars npc red, leveled npc khaki cell geeen

60. Diverse werewolves collection npcs orange

61. Ordonator worldspace red others khaki, orange, green

62. Wildcat movement type and gane setting red, combat style orange

63. Realistic water two water and worldapace in orange, activator and cell green

64. Reaistic water two waves worldspace khaki, moveable static in green

 

PS> THIS STEP I'M UNSURE ABOUT: When running SSEEdit, a window pops-up entitled: "Which ModGroups Do You Want to Activate"? 2 of my mods are listed in this window and ticked "on" by default I leave everything ticked and click "OK". Is this correct?

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