Jump to content

Photo

[REL] LOOT - Thread #18

load order loot

  • This topic is locked This topic is locked
216 replies to this topic

#1
wrinklyninja

wrinklyninja
  • Members
  • PipPipPipPip
  • Master
  • Joined: 31-March 07
  • 6389 posts
  • Location:An infinite series of tubes

LOOT
 
A plugin load order optimiser for TES IV: Oblivion, TES V: Skyrim, Fallout 3 and Fallout: New Vegas.
 
Introduction
 
Setting the right load order for your mods is a crucial step to enjoying a stable modded game. The Load Order Optimisation Tool (LOOT) can help with that, by providing automated load order sorting that's simple to use and fully customisable.
 
While sorting, LOOT checks for load order errors such as incompatibilities and missing requirements, and notifies you of any issues that it detects. It also provides thousands of plugin-specific messages such as usage notes and bug warnings, to help keep your game healthy.
 
 
Downloads
 
LOOT can be downloaded from its website. Unstable snapshot builds may also be available here.
 
See the readme for more information.
 

Previous threads:


Edited by wrinklyninja, 27 May 2015 - 02:29 PM.


#2
Ewookie1

Ewookie1
  • Newbie
  • Layman
  • Joined: 13-April 15
  • 5 posts

When I run LOOT (ver 0.6.1) I'm getting NO results. It will list the mods in my Skyrim, but the moment I click on the <Apply> button, I get one of the two following screens.

My system is an Intel® Core™ i7-4820K, with 12GB of ram. I'm running Windows 7 (64 bit), with Internet Explorer 8 at the moment.. I'm going to upgrade to Internet Explorer 10, and see if that works better. Internet Explorer 11 had the same problem IE 8 is having. If upgrading to IE 10 works, I'll post a message here to let you know.

 

 

Stand alone:

(Apparently, I can't attach screen captures.)

 

I'll try to give a description.

 

When the "Report Viewer" opens, I get an empty gray line just below the title bar of the window. Below the gray line, I get an empty 'red' line. Below the 'red' line, I get three boxes that are a little whiter than the rest of the page. In the third box is the message   (bullet) Note: Latest LOOT Thread... which sends me to this forum.

 

With Mod Organizer:

 

After I click on the <Apply> button, The "Report Viewer" window opens, but it's completely BLANK. Also, MS's Internet Explorer opens presenting the message "Navigation to Webpage canceled." Below that message is:  "What you can try.... Retype the address"    The address in the address bar is:  G:\Steam\steamapps\common\Skyrim\resources\report\report.html  which is the location of my Skyrim files.

LOOT still failed after creating the folders resources\report.  

 

Is there any hope for this?

If I reverted back to the 0.5.0 version that I know worked the last time I had Skyrim up and running, would it update the "Master LIst" with the most recent lists? Or, is there a fix for the problem I'm currently having with

 

 

PLEASE HELP?


Edited by Ewookie1, 13 April 2015 - 04:49 AM.


#3
wrinklyninja

wrinklyninja
  • Members
  • PipPipPipPip
  • Master
  • Joined: 31-March 07
  • 6389 posts
  • Location:An infinite series of tubes

When I run LOOT (ver 0.6.1) I'm getting NO results. It will list the mods in my Skyrim, but the moment I click on the <Apply> button, I get one of the two following screens.

My system is an Intel® Core™ i7-4820K, with 12GB of ram. I'm running Windows 7 (64 bit), with Internet Explorer 8 at the moment.. I'm going to upgrade to Internet Explorer 10, and see if that works better. Internet Explorer 11 had the same problem IE 8 is having. If upgrading to IE 10 works, I'll post a message here to let you know.

 

 

Stand alone:

(Apparently, I can't attach screen captures.)

 

I'll try to give a description.

 

When the "Report Viewer" opens, I get an empty gray line just below the title bar of the window. Below the gray line, I get an empty 'red' line. Below the 'red' line, I get three boxes that are a little whiter than the rest of the page. In the third box is the message   (bullet) Note: Latest LOOT Thread... which sends me to this forum.

 

With Mod Organizer:

 

After I click on the <Apply> button, The "Report Viewer" window opens, but it's completely BLANK. Also, MS's Internet Explorer opens presenting the message "Navigation to Webpage canceled." Below that message is:  "What you can try.... Retype the address"    The address in the address bar is:  G:\Steam\steamapps\common\Skyrim\resources\report\report.html  which is the location of my Skyrim files.

LOOT still failed after creating the folders resources\report.  

 

Is there any hope for this?

If I reverted back to the 0.5.0 version that I know worked the last time I had Skyrim up and running, would it update the "Master LIst" with the most recent lists? Or, is there a fix for the problem I'm currently having with

 

 

PLEASE HELP?

 

Updating IE will probably solve your first problem. As for MO, make sure there's nothing in the "Start In" box for the launcher settings it uses for LOOT.



#4
Ewookie1

Ewookie1
  • Newbie
  • Layman
  • Joined: 13-April 15
  • 5 posts

Aaahhhh! THANK YOU ever so much!!!

 

First off, updating IE to 10 did the trick "stand alone" and your suggestion about MO was the answer to that problem!

I completely forgot about clearing the "Start In" box for the launcher in MO and Step forgot to mention it as well in their instructions.

 

Thank you again.

 

 

 

Edit:

I initially tried running LOOT with IE11, and had the same problem that I did after I uninstalled it, going back to IE8. So, at the moment, as far as I can tell, LOOT only works for me under IE10.


Edited by Ewookie1, 15 April 2015 - 05:22 AM.


#5
Discord12

Discord12
  • Newbie
  • Layman
  • Joined: 15-April 15
  • 3 posts

I just update NMM to version 0.54.5 and suddenly im getting the

 

Warning: SkyUI.esp is not active in your load order. SkyUI is required for this mod to be fully functional.

Error on some of my mods.

SkyUI is installed and activated (double checked with NMM and the skyrim datalist.

Also tried reinstalling SKYUI, didnt help, the error in LOOT persists.

 

From what I saw with google "research" LOOT had that problem already in one version and it got fixed, maybe it needs another patch because NMM got patched?

 

No Idea.



#6
pStyl3

pStyl3
  • Members
  • Pip
  • Curate
  • Joined: 04-June 13
  • 402 posts

So, after wrinklyninja has posted a poll a month ago, if and how numbers of itm's, deleted references and deleted navmeshes should be handled within LOOT, 50 members have voted. Result

 

First and most obvious result is, that the vague wording option is generally the least favoured option and should therefore be dropped. Then, 22 from 50 people (44%) want the current system as is and that nothing should change (option #1) and 4+13+11=28 from 50 people (56%) want the current system to be changed somehow (option #2, #3 and #4), but are divided as to how it should be done.

 

Really a tough call to decide on what should be done. Which begs the question if there are still other opinions (or interpretations) on the matter out there.



#7
wrinklyninja

wrinklyninja
  • Members
  • PipPipPipPip
  • Master
  • Joined: 31-March 07
  • 6389 posts
  • Location:An infinite series of tubes

I just update NMM to version 0.54.5 and suddenly im getting the

Error on some of my mods.

SkyUI is installed and activated (double checked with NMM and the skyrim datalist.

Also tried reinstalling SKYUI, didnt help, the error in LOOT persists.

 

From what I saw with google "research" LOOT had that problem already in one version and it got fixed, maybe it needs another patch because NMM got patched?

 

No Idea.

 

Updating your NMM shouldn't have changed anything, though it did switch to using new load order APIs, and I see there's a 0.54.6 hotfix out that fixes another load order issue.

 

So, after wrinklyninja has posted a poll a month ago, if and how numbers of itm's, deleted references and deleted navmeshes should be handled within LOOT, 50 members have voted. Result

 

First and most obvious result is, that the vague wording option is generally the least favoured option and should therefore be dropped. Then, 22 from 50 people (44%) want the current system as is and that nothing should change (option #1) and 4+13+11=28 from 50 people (56%) want the current system to be changed somehow (option #2, #3 and #4), but are divided as to how it should be done.

 

Really a tough call to decide on what should be done. Which begs the question if there are still other opinions (or interpretations) on the matter out there.

 

In the absence of a clear alternative, I'm just keeping it as it currently is.



#8
marco_ita

marco_ita
  • Newbie
  • Layman
  • Joined: 22-February 08
  • 2 posts

I'm getting a different load order if i use loot 0.5 (the one with MO 1.2.18) instead of loot 0.7 beta 4 (the one with MO 1.3.4). Which one should i trust?



#9
wrinklyninja

wrinklyninja
  • Members
  • PipPipPipPip
  • Master
  • Joined: 31-March 07
  • 6389 posts
  • Location:An infinite series of tubes

I'm getting a different load order if i use loot 0.5 (the one with MO 1.2.18) instead of loot 0.7 beta 4 (the one with MO 1.3.4). Which one should i trust?

 

Either/both. The sorting algorithm got tweaked for v0.7, but it should only affect non-conflicting mods. If the change in load order causes problems in your game, just go back to using your previous one.



#10
marco_ita

marco_ita
  • Newbie
  • Layman
  • Joined: 22-February 08
  • 2 posts

Ok thanks, i had the impression that 0.7 load order was a lot more "alphabetical" than 0.5, see

 

Spoiler



#11
taleden

taleden
  • Members
  • Acolyte
  • Joined: 01-December 12
  • 161 posts

Is there any chance you'd be willing to replace your stock boost::topological_sort() call with a *stable* topological sort?

 

The reason I ask is that in any given load order there are always dozens and dozens of plugins which have no dependency relation with eachother, so they can be in any order. In an unstable sort, which is what LOOT currently uses by way of the BOOST library, those plugins will end up with a *random* order which will can change rather drastically if you just add or remove one other unrelated plugin. You can also see this phenomenon in clusters of related plugins from a single mod (such as a mod and its options and patches) -- they may be all in a nice neat group at first, but after running LOOT, they'll be separated and scattered all over the list with other things stuck in between them.

 

If you were to switch to a stable topological sorting algorithm, then LOOT would attempt to preserve the original order of all plugins, and only rearrange the plugins that actually have ordering violations. This would also allow us to add or remove a single plugin, re-sort, and get a list that is the same as the previous one except for the single added or removed plugin. It would also preserve the grouping of related plugins in the load order list rather than splitting them up. And finally, a stable topological sort has the added bonus that it can tolerate cyclic dependencies by simply preferring to begin with the cyclic node that was earliest in the input list, so you wouldn't have to check for that or error out if a cycle is detected.

 

For reference, here's a possible implementation of a stable topological sort: http://cdn.gapotchen...ologicalSort.cs

 

EDIT: Just noticed the last few posts and read the 0.7 changelog -- alphabetical tie-breaking is a great start, but I still suggest giving us the option of breaking ties by preserving the original plugin order. For example, some sets of plugins from a single mod may not actually have filenames that sort together alphabetically, but we might still like to keep those clusters together if possible. By switching to a stable toposort, the default behavior would be to preserve original ordering, but you could provide an option to alphabetize that ordering before beginning the stable toposort, for the people who prefer that style.

 

EDIT the 2ND: I'm willing to try patching this in myself, but I haven't done C++ development on Windows in I dunno how long -- what do you guys use to compile?


Edited by taleden, 16 April 2015 - 10:50 AM.


#12
wrinklyninja

wrinklyninja
  • Members
  • PipPipPipPip
  • Master
  • Joined: 31-March 07
  • 6389 posts
  • Location:An infinite series of tubes

...

 

EDIT the 2ND: I'm willing to try patching this in myself, but I haven't done C++ development on Windows in I dunno how long -- what do you guys use to compile?

 

I use MSVC 2013, the API (but not the GUI) can also be compiled with GCC on Linux if you prefer that. Feel free to submit a patch or pull request.

 

There are a couple of points I have though:

  1. I quite like cycles causing failures, because cycles shouldn't exist and indicate a broken mod or a piece of bad metadata. Silently dealing with cycles seems relatively dangerous because of that. The current error handling could be improved though, it's not particularly helpful to the average user.
  2. Being able to preserve existing load order provides more flexibility, but I can't think of any situation in which that would actually be useful. Don't get me wrong, it sounds more elegant, and if LOOT's current code weren't a first stab at working with graphs, it would probably do that. It's one of those "sure, it's neat, but is it worth it?" things though.

Please bear in mind that it sounds like you know more about this stuff than I do, so you may need to teach me why I'm wrong. :P



#13
Nephenee13

Nephenee13
  • Members
  • PipPipPip
  • Diviner
  • Joined: 21-November 11
  • 2142 posts

Well, if you've got 200ish mods its nice to be able to have a general idea where to go looking for the mod you need to do something with.



#14
Ewookie1

Ewookie1
  • Newbie
  • Layman
  • Joined: 13-April 15
  • 5 posts

I just update NMM to version 0.54.5 and suddenly im getting the

Error on some of my mods.

SkyUI is installed and activated (double checked with NMM and the skyrim datalist.

Also tried reinstalling SKYUI, didnt help, the error in LOOT persists.

 

From what I saw with google "research" LOOT had that problem already in one version and it got fixed, maybe it needs another patch because NMM got patched?

 

No Idea.

 

So, LOOT is running through the list and producing a report, and the report is telling you that SkyUI isn't loaded.

When you run, Skyrim, does it function the way it should, with SkyUI functionality?

If it's running okay, with SkyUI functionality, it's likely that NMM has changed it's method of building the 'data' folders and files that LOOT can't recognize.

 

For example, Mod Organizer, actually creates a virtual "data" folder that the game, and other tools look to for the game data. But, MO doesn't do anything at all to the files in the actual data folder when you add a mod. It's strange how they do it, but it actually works rather nicely. In order to work around the complexities of the issues that causes, MO requires that you run the "tool" like LOOT, TES5Edit, FINIS, etc... through MO. You might want to check around and see if there is something like that happening with NMM.

 

That's the best I could come up with. I hope it helps.

 

Also, I've everything is actually working okay, and it's just giving you the error message in the LOOT report, It probably won't hurt anything. But, don't take that as gospel, I'm not that much of an expert.



#15
taleden

taleden
  • Members
  • Acolyte
  • Joined: 01-December 12
  • 161 posts

I use MSVC 2013, the API (but not the GUI) can also be compiled with GCC on Linux if you prefer that. Feel free to submit a patch or pull request.

 

There are a couple of points I have though:

  1. I quite like cycles causing failures, because cycles shouldn't exist and indicate a broken mod or a piece of bad metadata. Silently dealing with cycles seems relatively dangerous because of that. The current error handling could be improved though, it's not particularly helpful to the average user.
  2. Being able to preserve existing load order provides more flexibility, but I can't think of any situation in which that would actually be useful. Don't get me wrong, it sounds more elegant, and if LOOT's current code weren't a first stab at working with graphs, it would probably do that. It's one of those "sure, it's neat, but is it worth it?" things though.

Please bear in mind that it sounds like you know more about this stuff than I do, so you may need to teach me why I'm wrong. :tongue:

Sure, cycles aren't ideal and probably indicate a mistake, so it's probably good to warn about them -- I wasn't suggesting to deal with them silently. But maybe it's sufficient to just issue a warning and not have to fail the entire sort process?

 

As for #2, the reason I originally came here to suggest this is that I just tried to add a single new plugin to an existing playthrough, and it was kind of a pain. Because of LOOT's unstable sorting algorithm, when I re-ran LOOT to place that single new plugin in the correct place, it also scrambled my entire load order -- that is, plugins with requirements to be before/after other plugins were still correct in relation to eachother, but all of the dozens and dozens of plugins with no strict ordering requirement were randomized. This caused Wrye Bash to note that my save game file's master list was a very poor match to the new master list, and I had to spend some time manually reorganizing everything to once again match the order in the save game.

 

But if LOOT used a stable sort, then it would be possible to add a single new plugin, re-sort, and get an output ordering that is identical to the previous ordering except for the single new plugin. That seems much cleaner and more intuitive to me, at least. Your new feature to alphabetize will have a similar effect, except that it will still unnecessarily split up related plugins unless they have alphabetically similar names, whereas a stable sort can prefer to keep those groups of plugins together no matter how they're named.



#16
taleden

taleden
  • Members
  • Acolyte
  • Joined: 01-December 12
  • 161 posts

I use MSVC 2013

I had 2008 previously, but it looks like LOOT requires support for the C99 standard that is only in MSVC2013. Unfortunately MSVC2013 Express refuses to install on a drive other than C, and also refuses to allow a custom installation of *only* VC++. Consequently it requires 6GB on the C drive for C#, VB, SQL and all the other crap I don't need, and my C is a small SSD that can't spare 6GB.

 

So, I'm not sure I'll actually be able to try implementing this myself. :(



#17
wrinklyninja

wrinklyninja
  • Members
  • PipPipPipPip
  • Master
  • Joined: 31-March 07
  • 6389 posts
  • Location:An infinite series of tubes

I had 2008 previously, but it looks like LOOT requires support for the C99 standard that is only in MSVC2013. Unfortunately MSVC2013 Express refuses to install on a drive other than C, and also refuses to allow a custom installation of *only* VC++. Consequently it requires 6GB on the C drive for C#, VB, SQL and all the other crap I don't need, and my C is a small SSD that can't spare 6GB.

 

So, I'm not sure I'll actually be able to try implementing this myself. :(

 

Any C99 requirement is not intentional, as far as I can remember. What's causing problems?

 

EDIT: There is also an intentional C++11 requirement.


Edited by wrinklyninja, 17 April 2015 - 04:46 PM.


#18
enderstorm

enderstorm
  • Newbie
  • Layman
  • Joined: 20-April 15
  • 2 posts

Are there known problems with the Unofficial Patches? LOOT seems to be sorting them wrong.

 

It should be:

 

Skyrim.esm

Update.esm

Dawnguard.esm

HearthFires.esm

Dragonborn.esm

Unofficial Skyrim Patch.esp

Unofficial Dawnguard Patch.esp

Unofficial Hearthfire Patch.esp

Unofficial Dragonborn Patch.esp

 

But LOOT sorts it as:

 

Skyrim.esm

Update.esm

Unofficial Skyrim Patch.esp

Dawnguard.esm

Unofficial Dawnguard Patch.esp

HearthFires.esm

Unofficial Hearthfire Patch.esp

Dragonborn.esm

Unofficial Dragonborn Patch.esp

 

Is LOOT sorting it wrong or am I going insane?



#19
wrinklyninja

wrinklyninja
  • Members
  • PipPipPipPip
  • Master
  • Joined: 31-March 07
  • 6389 posts
  • Location:An infinite series of tubes

Are there known problems with the Unofficial Patches? LOOT seems to be sorting them wrong.

 

It should be:

 

But LOOT sorts it as:

 

Is LOOT sorting it wrong or am I going insane?

 

LOOT is sorting them correctly, so you must be going insane. :tongue: (But seriously, your information is pretty outdated.)


Edited by wrinklyninja, 20 April 2015 - 09:31 AM.


#20
Nephenee13

Nephenee13
  • Members
  • PipPipPip
  • Diviner
  • Joined: 21-November 11
  • 2142 posts

Well strictly speaking it shouldn't matter, but since the UOPs are now Esmified ESPs, might as well sort them right after the proper plugin



#21
Zaarin

Zaarin
  • Members
  • PipPip
  • Disciple
  • Joined: 07-January 08
  • 1900 posts
  • Location:Valinor

I've read that LOOT can be used offline but I haven't seen any instructions as to how. Since I keep my gaming computer offline except when updating/downloading games, being able to run LOOT without carting my desktop out to the living room everytime I change my mod list would be helpful.



#22
wrinklyninja

wrinklyninja
  • Members
  • PipPipPipPip
  • Master
  • Joined: 31-March 07
  • 6389 posts
  • Location:An infinite series of tubes

I've read that LOOT can be used offline but I haven't seen any instructions as to how. Since I keep my gaming computer offline except when updating/downloading games, being able to run LOOT without carting my desktop out to the living room everytime I change my mod list would be helpful.

 

You can run LOOT without an Internet connection, but to get masterlist updates you'll need to download the masterlist manually and overwrite LOOT's existing copy.

 

For example, this is the Skyrim masterlist, save it (make sure its filename ends in ".yaml", web browsers like to add ".txt" to the end), then on your gaming computer, put it in %LOCALAPPDATA%\LOOT\Skyrim, replacing any existing copy.



#23
Zaarin

Zaarin
  • Members
  • PipPip
  • Disciple
  • Joined: 07-January 08
  • 1900 posts
  • Location:Valinor

You can run LOOT without an Internet connection, but to get masterlist updates you'll need to download the masterlist manually and overwrite LOOT's existing copy.

 

For example, this is the Skyrim masterlist, save it (make sure its filename ends in ".yaml", web browsers like to add ".txt" to the end), then on your gaming computer, put it in %LOCALAPPDATA%\LOOT\Skyrim, replacing any existing copy.

Perfect, thanks! I'd tried downloading it before but hadn't been certain where to put it.



#24
Arthmoor

Arthmoor
  • Members
  • PipPipPipPipPip
  • Patriarch
  • Joined: 02-April 06
  • 17764 posts
  • Location:Keld-Nar

Well strictly speaking it shouldn't matter, but since the UOPs are now Esmified ESPs, might as well sort them right after the proper plugin

Except it does matter and the reason they're interleaved with the official DLCs is because some of the DLCs cancel out fixes from the USKP and we have to reimplement then in the ones for those DLCs.

 

Whereas before we had the opposite problem and the patches were restoring DLC features the USKP was canceling out - and there were A LOT MORE of those than what we have now.



#25
Nephenee13

Nephenee13
  • Members
  • PipPipPip
  • Diviner
  • Joined: 21-November 11
  • 2142 posts

While I have you here could you point me towards an explanation of why Vampires would have gray faces? Something in the USKP, Dawnguard and the UDGP is messing up my vampire overhaul



#26
enderstorm

enderstorm
  • Newbie
  • Layman
  • Joined: 20-April 15
  • 2 posts

LOOT is sorting them correctly, so you must be going insane. :tongue: (But seriously, your information is pretty outdated.)

I thought so, but it's better to be safe.



#27
Octopuss

Octopuss
  • Members
  • Novice
  • Joined: 17-September 14
  • 41 posts

Fun morning reading:

 

LOOT isn’t 100% accurate in terms of load order. For example: Scarcity, The Dance of Death, Dual Sheath Redux and Dragon Combat Overhaul, as well as a few other mods suggests to be placed near/at the bottom of your load order, but LOOT haphazardly places the mods wherever it pleases. About the only thing I find it useful for is detecting missing patches, dirty edits, that sort of thing.
If you are using multiple mods then it’s best to manually sort your load order.

 

I guess some things will never change.

 

Speaking of DCO, has apollodown ever contacted anyone with suggestions how his mods should be sorted? I believe he is still telling people that LOOT is flat out bad and wrong and tells everyone not to trust it and use BOSS instead.


Edited by Octopuss, 21 April 2015 - 03:13 AM.


#28
wrinklyninja

wrinklyninja
  • Members
  • PipPipPipPip
  • Master
  • Joined: 31-March 07
  • 6389 posts
  • Location:An infinite series of tubes

Fun morning reading:

 

I guess some things will never change.

 

Speaking of DCO, has apollodown ever contacted anyone with suggestions how his mods should be sorted? I believe he is still telling people that LOOT is flat out bad and wrong and tells everyone not to trust it and use BOSS instead.

 

Did you post something about this before? The quote rings a bell...

 

In any case, I don't recall receiving any suggestions from anyone calling themselves apollodown. Then again, my attention does wax and wane, so it's possible I missed something.



#29
Octopuss

Octopuss
  • Members
  • Novice
  • Joined: 17-September 14
  • 41 posts

No, I found this on some random forum by some random user. But when you think about it, this is the opinion lots of people share. I guess BOSS will never truly die and LOOT will always be the one that crates "wrong" random load orders.

 

Just the reference to DCO (and other apollo's mods, like Civil War Obverhaul) made me wonder whether he got past just blaming LOOT into actually trying to do something (extremely simple) about the situation.


Edited by Octopuss, 21 April 2015 - 04:34 AM.


#30
alt3rn1ty

alt3rn1ty
  • Members
  • PipPipPip
  • Diviner
  • Joined: 25-March 06
  • 4340 posts
  • Location:Eldergleam Sanctuary

I dont recall either.

 

Until authors start actually making valid reports here proven with TES5Edit that the ordering method is wrong for any specific plugins, the community will never benefit from their advanced knowledge of any perceived "problems" being caused.

 

Until then, its just mod authors wanting to make sure their mod record changes win over everything - and less time spent troubleshooting.

( understandably they have less to deal with from thousands of fans complaints if they all load the mod last - But there is only one Last place )

 

Or maybe even a lack of understanding about LOOT, and its features such as Load After, and Prioritisation which can help customize anyones setup against the grain of the given load order.  :shrug:




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users