easywolf Posted March 4, 2019 Share Posted March 4, 2019 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 InformationMasterlist Revision 7cbb571Masterlist Date 2019-02-27 Warnings 0Errors 0Total Messages 7 Active Plugins 71Dirty Plugins 0Total Plugins 74Latest 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.esp254 FE 0 Deadly Dragons - Diverse Dragons Collection Patch.esp 36 24 DurnehviirResurrected.esp254 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.esp254 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 Link to comment Share on other sites More sharing options...
Deleted58783396User Posted March 4, 2019 Share Posted March 4, 2019 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. Link to comment Share on other sites More sharing options...
easywolf Posted March 4, 2019 Author Share Posted March 4, 2019 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. Link to comment Share on other sites More sharing options...
Deleted58783396User Posted March 4, 2019 Share Posted March 4, 2019 yea pretty much, as the cleaning process will check all mods for potentional conflicts your welcome :) Link to comment Share on other sites More sharing options...
easywolf Posted March 5, 2019 Author Share Posted March 5, 2019 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. Link to comment Share on other sites More sharing options...
Deleted58783396User Posted March 5, 2019 Share Posted March 5, 2019 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. Link to comment Share on other sites More sharing options...
easywolf Posted March 5, 2019 Author Share Posted March 5, 2019 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? Link to comment Share on other sites More sharing options...
easywolf Posted March 5, 2019 Author Share Posted March 5, 2019 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 red2. Lanterns of skyrim worldspace red3. Unnoficial Skyrim patch red4. Sneak tools cell and a few others green5. Grass field landscape texture green6. Immersive apunds some red, orange, green 7. Simply bigger trees worldspace red tree green8. Smim worldspace red, a few others green9. Cutting room floor many red orange gr10. Better quest objectives book and quest orange11. Better quest objectives patch quest orange12. Enhanced blook textures game setting red, 2 others khaki, 2 green13. Majestic mountains esp static orange others green14. Skyui no colors15. Usable lantern orange idle animation, green misc item16. Mintylightning no colors17. Rlo interiors activator, cell, image space, light red, faction and lighting template green18. Surreal lighting image space orange, 3 green19. Forgotton space worldspace red a few greens20. Beasts of tamriel cell, leveled npc, worldspace red some orange some green21. Bijin aio 2018 armor addon red non player character orange22. Rlo exteriors worldspace red23. Hoh worldspace red some orange some green24. Ghosts of the deathbells worldspace red cell khaki25. Skyrim sewers worldspace red cell khaki26. Zombie worldspace red, leveled npc red, magic effect red, cell khaki, some greens27. Diverse werewolf collection leveled npc red, non player char red, some green28. Blended roads static orange 29. Celtic music 1 file green30. Deadly dragon location red, leveled npc khaki, location khaki, faction green31. Diverse dragon collection global green32. Deadly dragons diverse dragons patch formd list green, spell green33. Durmevhiir non player char npc orange, magic effect green34. Dwc better quest objectives patch quest in green35. Footprints no colors36. Genuine giants non player char & race green37. Girl heavy armor Armor addon khaki38. Cannibal draugr cell & worldspace green39. Grahls on solstheim leveled npc red, cell khaki, worldspace green40. Icepenguinmap weather green41. Immersive movement movement in red42. Karstaag reborn 3 in geeen43. More bear like werebears spell in green 44. More werewolves worldspace red cell green45. Falkreath hauntings worldspace red46. Notice board worldspace red47. Wooly rhino worldspace red cell khaki48. Bogmort worldspace red dialogue khaki49. Qwisc patch magic effect and sound descriptor green50. Rlo crf patch cell green51. Rlo effecta no colors 52. Rlo illliminated spells light in orange53. Royal elven armor no colors54. Savage wolves non player char khaki race green55. Sneak tools vanilla hoods armor khaki, object effect green56. Sneak tools vanila masks armor orange, object effect green57. Wendigo and howler cell, leveled npcs & worldspace khaki, 3 more in green58. Werebear av fiz armor in khaki, race green59. Werewolves and werebears distributed non player chars npc red, leveled npc khaki cell geeen60. Diverse werewolves collection npcs orange61. Ordonator worldspace red others khaki, orange, green62. Wildcat movement type and gane setting red, combat style orange 63. Realistic water two water and worldapace in orange, activator and cell green64. 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? Link to comment Share on other sites More sharing options...
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