ANTIPOTHEOSIS Posted March 9, 2020 Author Share Posted March 9, 2020 Trying to use Vortex, LOOT, Mod Organizer 2, SSEEditQuickAutoClean (and I haven't even tried Wrye Bash yet)... is a nightmare.I've been trying to watch tutorials about getting them all to work together and it's all a nightmarish mess. Oh well.I've only added: skse64, Unofficial Skyrim Special Edition Patch, SkyUI, RaceMenu Special Edition, No More Creation Club News, BodySlide and Outfit Studio, Alternate Start - Live Another Life, and Haven Bag. What I figure is an absolute minimum for modding... but I'm not even able to get these other mod management tools working properly to make sure that they can work properly. I might come back to it all later, but this mess is even worse to deal with than simply using Vortex by itself with no extra modding tools.Sorry guys. Link to comment Share on other sites More sharing options...
Indio21 Posted March 9, 2020 Share Posted March 9, 2020 (edited) See LOOT, WB, and MO2 are all mod managers too, they just offer different "bells and whistles" so to say. You only need one MM so pick between Vortex or MO2. Load all your mods into one and do any related work to activate all mods and plugins. If your using Vortex only resolve the red lightning bolt conflicts on the mods tab. If using MO2 make sure both panes ordering is basically the same. If modA has 4 plugins then modB on the right pane it will show that and on the left pane it should be modA then modB below. If your reading has taken you to these areas, no merged or bashed patch active or made if you have not. Sort it with LOOT for both MMs or use the Vortex deploy on mods tab and then the Sort on the plugins tab. Note all info LOOT or Vortex gives you. Read all the notes on the mods it is offered on. If it says you are missing a patch, go find it. If it says to read the mod description page, do so. If it says two mods are incompatible then, for now, pick the one you definetaly want and disable the mod of the one you do not. The whole mod, not just the plugin. Later when your LO is conflict resolved you can research more into it if it really is incompatible or just needs a patch. Keep repeating this until all issues are resolved with LOOT or vortex. If you do choose MO2, afterwards make sure all the mods pane alignment still basically matches the plugins as I do not believe LOOT does both. Next turn off all the mods but the first one beneath the last game DLC or add-on. Open Quick Check for Conflicts in xedit and begin working through conflict resolution per the Tome guide. When all showing conflicts are resolved return to your MM and turn on the next mod. Run QCFC in xedit and again resolve all conflicts by grouping and or patching. Exit xedit and back to the MM to turn on another and repeat until your whole LO shows nothing for conflicts in xedit when all mods and plugins are active. I have just learned doing CR across the whole LO stops the need for a bashed patch as all leveled list and such conflicts are resolved doing CR through out. Therefore you can remove WB from the learning curve as xedit has the other functions that can be helpful in WB. "I've been trying to watch tutorials about getting them all to work together and it's all a nightmarish mess." Yes, it is why I pointed to that video to help keep your expectations in check and so would help you not get too down. Think of modding like a restoration project on that old muscle car you may have always wanted. With the mods you have the car, but the engine and drive-train are dead and you know nothing about auto body or even swinging wrenches. Going to be awhile before that one is cruise ready huh :smile: Keep your head up as once you learn enough blocks to make the foundation your world is now only contained to that square and everything following builds on the other. It may start as a bunch of blocks but eventually you will end up with the house or castle you want! Edited March 9, 2020 by Indiao21 Link to comment Share on other sites More sharing options...
ANTIPOTHEOSIS Posted March 9, 2020 Author Share Posted March 9, 2020 Thanks Indiao21, I appreciate the support. I'm out of time for this weekend but I'll revisit this project again soon. Link to comment Share on other sites More sharing options...
leonardo2 Posted March 9, 2020 Share Posted March 9, 2020 See LOOT, WB, and MO2 are all mod managers too, they just offer different "bells and whistles" so to say. You only need one MM so pick between Vortex or MO2. I would say that is a bad advice since the OP is new to modding a game. I suggest that the OP start to learn how Wrye Bash really works and once the steep learning curve is over then try MO2 or Vortex, because any player who are using mods need to use the bashed patch otherwise the number of mods will be limited due to the complexity of mods vs Papyrus (scripting language in Skyrim). Also, don't forget to check out this and I know that's for Oblivion, but the features are the same for the Skyrim version of Wrye Bash with a few exceptions of course. Link to comment Share on other sites More sharing options...
Indio21 Posted March 9, 2020 Share Posted March 9, 2020 (edited) See LOOT, WB, and MO2 are all mod managers too, they just offer different "bells and whistles" so to say. You only need one MM so pick between Vortex or MO2. I would say that is a bad advice since the OP is new to modding a game. I suggest that the OP start to learn how Wrye Bash really works and once the steep learning curve is over then try MO2 or Vortex, because any player who are using mods need to use the bashed patch otherwise the number of mods will be limited due to the complexity of mods vs Papyrus (scripting language in Skyrim). Also, don't forget to check out this and I know that's for Oblivion, but the features are the same for the Skyrim version of Wrye Bash with a few exceptions of course. If CR is performed across the entire LO using "The Method" as outlined in the Tome guide there is no reason for a bashed patch. One will have resolved every conflict involving leveled lists, and such, that said mods influence. Knowing that both MO2 and Vortex currently have maintained and updated version that are usually recommend to new people learning to mod, and the fore mentioned on bashed patches, why even learn WB if they just want to get their game up and going to start. Also to mention the OP has a high end PC and wants to get to a large LO and both those MM are highly recommended for new people to start with wanting to do so. Your perception and understanding of the functions of such things as a Bashed Patch, Merged Patch/Mator Patch, etc for making complete harmony of the LO is incorrect. If you refer to this link below you will start to gain a better understanding of their "limited functionality" across a whole LO. Until said LO is free of conflicts performing such tasks could just make things worse and depending on LO size probably leave a lot not making it into the game, at the least. These are just "tools" to aid in the individual conflicts one might encounter needing a patch, and by "tools" I mean a Merged Patch, Mator Patch, etc as WB is already off the list. My thought then knowing I have to use xedit to do so much already with cleaning mods, CR, etc why not just learn the rest of its functions and use it to make all the patches I need besides what requires CK to do so. Now I only need to know my chosen MM, LOOT possibly, xedit, and possibly CK. WB will not be able to make a patch that requires CK to do so like navmeshs. Nothing else needed to make a completely functioning conflict free game as best we can possibly make it :smile: https://www.reddit.com/r/skyrimmods/wiki/patching Edited March 9, 2020 by Indiao21 Link to comment Share on other sites More sharing options...
Indio21 Posted March 9, 2020 Share Posted March 9, 2020 (edited) leardo2, just to clarify myself as I see you have a lot of post so am assuming you been modding for sometime compared to myself. My objective in my undertaking of a large LO was to find a straight line from starting point A to end result B being a stable SSE game. I am sure that if we researched all "history" of said tools and processes for the times it would be revealed your suggestions are valid for those games and times. After months of wading through tons of outdated data, processes, tools, etc, etc, etc :sad: learning, this is the correct process recommendations for a conflict resolved and managed LO for a heavily modded SSE game. Now other functions of mentioned tools for ease or simplicity of patching or things above getting the game going correctly, like editing or making mods basically, they may still have purpose. I have not made it that far in learning yet. It is on the "to-do" list after about 2 months of free time game play after climbing this mountain of learning, lol. I just wanted to respectfully clarify myself as to not start a debate in the OP's topic and muck it up. Have a great day! Edited March 9, 2020 by Indiao21 Link to comment Share on other sites More sharing options...
ANTIPOTHEOSIS Posted March 12, 2020 Author Share Posted March 12, 2020 Okay, to update...I've restarted from scratch again (4th time? 5th time?) by reinstalling Skyrim SE from Steam.I've watched all of AI Cave's videos on modding Skyrim SE and have followed along for much of it. From Nexusmods I've been using Vortex to download mods and go through basic tests (mainly because I'm familiar with it and the installation of mods using Mod Organizer 2 was causing me problems). I've then been using Mod Organizer 2, connected to LOOT, SSEEdit, SSEEditquickautoclean, and SKSE to run the script extended version of the game. I've cleaned a bunch of plugins that required it and followed AI Cave's very specific instructions for cleaning Dawnguard manually. I have a foundational mod list, load order set up and the utilities have made sure that things should run smoothly. I think I finally have a working foundation from which to build upon.My foundational mods list is as follows:(Part 1) Engine Fixes 4.13 for SSE 1.5.97 - skse64 plugin-17230-4-13-1579276880\9.0.1 A Quality World Map - Vivid with Stone Roads-5804-9-0-1\Alternate Start - Live Another Life-272-4-1-3-1579143151\ApachiiSkyHair_v_1_6_Full_optimized-2014-1-6-Full\Apocalypse v945-1090-9-45\BodySlide and Outfit Studio - v4.9.1-201-4-9-1-1578859684\Caliente's Beautiful Bodies Enhancer - v1.5.5-198-1-5-5-1582484972\Cutting Room Floor-276-3-1-7-1579995773\Enhanced Lights and FX-2424-3-06\FNIS Behavior SE 7_6-3038-7-6-1582048023\Haven Bag-2809-1-5-4\Immersive Citizens - AI Overhaul-173-0-4\Immersive Horses-13402-3-0\Immersive Patrols-718-2-2-3-1581370322\Immersive Sounds Compendium SSE 2.2-523-2-2-1547767621\Main 3.8-2357-3-8\No More Creation Club News-12679-1-0\Open Cities Skyrim-281-3-1-5-1577395402\PapyrusUtil SE - Scripting Utility Functions-13048-3-9-1580810594\RaceMenu Special Edition v0-4-12-19080-0-4-12-1576724270\Realistic Water Two v2.2.2-2182-2-2-2-1579057528\Run For Your Lives-2272-4-0-2-1579234959\skse64_2_00_17\Skyrim Flora Overhaul SE v2.72D-2154-2-72D-1582215490\SkyUI_5_2_SE-12604-5-2SE\SMIM SE 2-08-659-2-08\Unofficial Skyrim Special Edition Patch-266-4-2-2-1580064134\Vivid Weathers - Definitive Edition-2187-2-42-1559391607\XP32 Maximum Skeleton Special Extended-1988-4-71-1577467636\I think I'm on the right track but I'm not completely sure. I just want some feedback on what I'm doing so far and what to do next if I want to focus on effectively using meshes, skins, racemenu and loadable presets. Several games ago (I've started from scratch downloading the game from steam a few times in recent weeks) I was able to get some amazing looking player character loadouts that appeared perfect. But in my most recent game (a few days ago) I couldn't get the Race Menu in the game to load any of the numerous presets I had installed except for maybe two and those two presets were clearly missing components (hair meshes and the like, which I had downloaded and enabled but weren't working in the game). So I hope I'm finally now on the right track using LOOT and SSEEditquickautoclean and would appreciate any advice going forwards please.I hope you're all having a great week and thank you all for your time and assistance so far. Link to comment Share on other sites More sharing options...
Indio21 Posted March 12, 2020 Share Posted March 12, 2020 (edited) I've restarted from scratch again (4th time? 5th time?) by reinstalling Skyrim SE from Steam.......Pay no mind to it. Pretty standard in modding. Lost count myself now, lol. I've watched all of AI Cave's videos on modding Skyrim SE and have followed along for much of it........Hopefully it was you I mentioned that GamerPoets Utube channel has some more "updated" videos on subjects. It is just Ai Cave's video is the only one I found that really gives the true overview of the world of modding, so I send new people there to help get and keep expectations in reality doing all this and hopefully they do not get beat down by it all. This one is throwing me off......From Nexusmods I've been using Vortex to download mods and go through basic tests (mainly because I'm familiar with it and the installation of mods using Mod Organizer 2 was causing me problems). I've then been using Mod Organizer 2, connected to LOOT, SSEEdit, SSEEditquickautoclean, and SKSE to run the script extended version of the game. Ok, I think we have some misunderstanding here. You only need one MM for SSE. If Vortex is what you like then that is fine, but all the "tools" can be set up to run through Vortex just the same as MO2. Vortex even offers some bells and whistles over MO2 for doing so. Either or you should only be using one MM for the tasks you are doing. Also, in case you are not aware MO2 uses what is called a "virtual file system" and Vortex does not. What this basically means is you are probably using a lot of unneeded storage space on your drive as you have double of every mod! If Vortex is the one you want to use then stop right now with everything. Make sure all the mods you want are installed in Vortex too. Remove all of MO2 and any mods downloaded for it. Depending on how you chose to set up MO2 the downloads may or may not be with the MO2 folder. Once that is done follow up on GamerPoets channel for instructions on how to set up all those tools using Vortex here.....https://www.youtube.com/user/gamerpoets/featured GP has updated videos for about everything you will encounter modding a SSE game. Just have to poke around. Installation and use of MMs and tools, cleaning mods and dlcs, removing wild edits, LO videos covering file extensions, etc, etc, etc. Now that all the above is done you want to make sure everything you have done before this reply has been done to the mods in Vortex!!! Vortex uses LOOT's masterlist to sort plugins so technically you do not need LOOT. Myself when I was using vortex I found LOOT's messages to be more comprehensible so I just used LOOT for reference. Clicking "Sort" on Vortex's plugin page is sorting with LOOT :smile:. Update us when all the above is finished and all LOOT's concerns are addressed (patches needed, cleaning, Dawnguard wild edits, incompatible mods, etc) and then you can start CR in xedit. Forgot the link to GP https://www.youtube.com/user/gamerpoets/featured Edited March 12, 2020 by Indiao21 Link to comment Share on other sites More sharing options...
ANTIPOTHEOSIS Posted March 13, 2020 Author Share Posted March 13, 2020 Ok, I think we have some misunderstanding here. You only need one MM for SSE. If Vortex is what you like then that is fine, but all the "tools" can be set up to run through Vortex just the same as MO2. Vortex even offers some bells and whistles over MO2 for doing so. Either or you should only be using one MM for the tasks you are doing. Also, in case you are not aware MO2 uses what is called a "virtual file system" and Vortex does not. What this basically means is you are probably using a lot of unneeded storage space on your drive as you have double of every mod! Okay, to clarify what I'm doing, and sorry for the confusion, I've been using Vortex to downoad, install and enable mods as well as enable plugins and to use Vortex's automatic order sorting because it does that anyway. I've not used Mod Organizer 2 to download or install anything, but Mod Organizer 2 can "see" that those mods are installed already. MO2 lists the mods installed via Vortex as "unmanaged" and Non-MO. I'm guessing that mods installed using MO2 would liik different of they were installed using MO2.I've not yet seen how to use LOOT, SSEEdit and SSEEditquickautoclean while using Vortex, so I'm only doing what I know is working so far. I still haven't even touched FNIS or Wrye Bash yet. I don't even know what they're for. Also, I've made sure that MO2 doesn't store mods on my C:/ drive, but on my external drive where all my Skyrim stuff (Game, mods, mod utilities) is located. I think that's how MO2 can see the already installed Vortex mods in place. Otherwise I'm not really doing much with MO2, but the Ai Cave instructions only used MO2 and so I needed to use it to learn about how to get stuff working. I've not seen anything detailed yet about doing the same thing with Vortex for beginners, so thanks for the GamerPoets video link, I'll check it out. Clicking "Sort" on Vortex's plugin page is sorting with LOOT Ah, good. I didn't understand that earlier. Thank you. Now that I've seen LOOT itself in action I can appreciate that more than before too. Link to comment Share on other sites More sharing options...
Recommended Posts