[REL] LOOT - Thread #24

Post » Sun Jun 19, 2016 7:51 pm

LOOT

A plugin load order optimiser for TES IV: Oblivion, TES V: Skyrim, Fallout 3, Fallout: New Vegas and Fallout 4.

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 http://loot.github.io/. Unstable snapshot builds may also be available https://www.dropbox.com/sh/scuvwwc6ovzagmd/AAD1TodBAwGQTuV1-4Z2d0sCa?dl=0.

See the http://loot.github.io/docs/0.9.0/LOOT%20Readme.html for more information.


Previous threads:


Spoiler

http://www.gamesas.com/index.php?showtopic=1498392
http://www.gamesas.com/index.php?showtopic=1499946
http://www.gamesas.com/index.php?showtopic=1501586
http://www.gamesas.com/index.php?showtopic=1503686
http://www.gamesas.com/index.php?showtopic=1504835
http://www.gamesas.com/index.php?showtopic=1506584
http://www.gamesas.com/index.php?showtopic=1507988
http://www.gamesas.com/index.php?showtopic=1509883
http://www.gamesas.com/index.php?showtopic=1511411
http://www.gamesas.com/index.php?showtopic=1512502
http://www.gamesas.com/index.php?showtopic=1513925
http://www.gamesas.com/index.php?showtopic=1516193
http://www.gamesas.com/index.php?showtopic=1519842
http://www.gamesas.com/index.php?showtopic=1531778
http://www.gamesas.com/index.php?showtopic=1557786
http://www.gamesas.com/index.php?showtopic=1588424
http://www.gamesas.com/index.php?showtopic=1601446

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sw1ss
 
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Post » Sun Jun 19, 2016 4:23 pm

Repeating from the end of the last thread:







How about automatically jumping to the plugin after the filter has been applied, would that be better or worse?

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Bird
 
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Post » Sun Jun 19, 2016 11:10 am

New snapshot build up: this updates the CEF dependency, and fixes a couple of JavaScript bugs. The new CEF version uses Chromium 51, which drops support for Windows Vista, and also re-enables Chromium's sandboxing. The latter may cause blank screen problems for MO users again, as it stopped happening when I last updated CEF and had to disable the sandboxing.



This update is also noteworthy as CEF now has automated nightly build hosting provided by Spotify (who use CEF for their desktop client), so it can now be downloaded and built automatically as part of LOOT's build process. Coupled with Travis CI's recent addition of caching support for open-source projects, it may now be worth looking at automating the whole build/release process...

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Aaron Clark
 
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Post » Sun Jun 19, 2016 11:56 pm

Would it be possible to end a currently activated search, if the user presses CTRL+F once again (as an alternative way to end the search)?
---

While the search feature works great for it's intended purpose (user doesn't know where his/her plugin is --> user can search for it via the search feature), I think it would seem a bit arbitrary to use the search feature as a "second step" after the conflict filtering (given that is wasn't needed before). It would work to find the target plugin, but it would 'complicate' things unnecessarily.

With the blue outline gone, the "where is the card for this plugin" aspect is once again a thing, so it's not really using the one for the other issue, it's more like "where is my plugin card" applies (automatically) after conflict filtering. Hence the link to https://github.com/loot/loot/issues/555, which as said in the past in my opinion would help in all instances of finding a plugin (by just looking at the index before/after).

Anyway, if the blue outline is more than anything a technical hurdle, it is understandable if you want to do away with it. Helping the user to find the target plugin card would still be good (independently of #555). A "find this plugin" button seems to me as a nice thought, but there we would be again at a "second step" .. it seems to me that auto-jumping to the target plugin card would currently be the best option. That way the user is immediately able to 'adjust' to the new situation, s/he see's where the scroll bar is positioned and which plugins come directly after/before the target plugin (in case that wasn't looked at / memorized while selecting the target plugin for conflict filtering).
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Jason Rice
 
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Post » Mon Jun 20, 2016 12:27 am

Snapshot 37, there seem to be some issues. The second launch of LOOT 0.9.0-37 (the first one being the first after clean install of snapshot 37) resulted for a second or so in https://abload.de/img/untitled102j0e.jpg, then LOOT seem'd to load normally. Also to mention is, that the game in the game selection (next to the jump to general information button) doesn't seem to get displayed on 2nd launch (and after). https://abload.de/img/untitled2irjae.jpg

Sorting with this snapshot only went fine if no sorting changes applied. Once I changed places for TES5Merged.esp and Bashed Patch, 0.esp before running LOOT, sorting resulted in https://abload.de/img/untitled3wyjib.jpg.
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Kelly John
 
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Post » Sun Jun 19, 2016 2:34 pm

Snapshot 40, https://abload.de/img/untitled102j0e.jpg still applies, https://abload.de/img/untitled2irjae.jpg not, although I seemingly am not able to change the selected game (nothing happens if I click on the other game entries).

Sorting seems to work with snapshot 40 once again as expected.
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Solène We
 
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Post » Mon Jun 20, 2016 12:56 am


Deactivating search with a second Ctrl-F isn't something I've ever come across before, so no, I think that would be confusing to people who expect fairly standard keyboard shortcut behaviour.



As for the conflicts filter stuff, I don't understand what your use-case is. Why is trying to find the plugin you're filtering for the "second step" of conflict filtering? Surely you're really interested in every plugin still visible except that one (because by enabling the filter you want to see what's left, and you already know the target plugin will be there)?





The first screenshot is just a performance thing, you're seeing the list before it's fully initialised.

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:)Colleenn
 
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Post » Mon Jun 20, 2016 1:37 am

SUGGESTION: Hi, it would really be nice if I could enable or disable pluggins while being LOOT. Since it's my primary tool for managing load order and more importantly, it has a filter button to search for plugins which NMM doesn't, it would be alot more convenient to be able to the enabling/disabling out of LOOT.

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luis dejesus
 
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Post » Sun Jun 19, 2016 4:10 pm


Not happening. LOOT is an automated load order sorter, not a manager. It would also probably involve a lot less work to add a filter to NMM, so maybe ask its devs to add one instead?

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Dalley hussain
 
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Post » Sun Jun 19, 2016 10:39 pm

When conflict filtering, I want to know what plugins do conflict with a target plugin (thus every other non-conflicting plugin will be hidden). Since the target plugin itself will continue to be displayed after conflict filtering, I also want to know where it is, so that I can see what plugins of the remaining conflicting plugins will win / lose regarding the target plugin through load order.



With the blue outline, it was immediately obvious and visual where the target plugin is within the card list. With the blue outline gone, that is not so obvious anymore. If I am now supposed to do anything additional (manually searching after conflict filtering, where is this plugin button) to (quickly) find the target plugin card once again, I would consider that a "second step", not as in a second step of conflict filtering, but as additional work to achieve what I've come to expect (knowing where the target plugin is), especially because previously with the blue outline that was automatically achieved.



Since the blue outline is out of question now, your idea with auto-jumping to the target plugin card is in my opinion, as said, currently the best option to achieve also knowing the target plugin card's position.

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Robert Bindley
 
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Post » Sun Jun 19, 2016 11:44 pm

Sorry, late to the party. Been too wrapped up with the Special Edition news.


Better.
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xxLindsAffec
 
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Post » Sun Jun 19, 2016 10:32 pm

Bethesda https://www.youtube.com/watch?v=pF2Qw9BI6Rg the next three (and probably final) Fallout 4 DLC's:

Contraptions Workshop
Vault-Tec Workshop
Nuka-World

Contraptions Workshop will release "Next Week", Vault-Tec Workshop in July and Nuka-World in August. I would think LOOT/libloadorder will need to be updated for these add-ons aswell, right?

The exact plugin names will https://www.reddit.com/r/fo4/comments/4jepe7/so_i_think_we_found_the_next_dlc_in_the_fo4/ be:

DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm

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Jhenna lee Lizama
 
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Post » Sun Jun 19, 2016 8:39 pm

I've uploaded another snapshot build with the conflict filter tweaked to scroll to the target plugin after filtering.





Yes, libloadorder will need updating for those DLC, I've PMed GStaff asking if he can confirm those names, I'd rather not just go with probable names and risk having to change them again later. Not that I'm expecting any confirmation, but there's a first time for everything...

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Rachel Cafferty
 
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Post » Sun Jun 19, 2016 5:21 pm

I suspect those unpublished files to be listed in the engine so that QA can test the DLC in the same circumstance as the end user will. So it's highly likely the names are correct.

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Rhiannon Jones
 
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Post » Sun Jun 19, 2016 5:27 pm

Conflict filtering looks good. :) Now there's only the mentioned issue of game selection not working.

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sarah
 
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Post » Mon Jun 20, 2016 2:47 am


Whoops, I somehow missed that...

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Tracy Byworth
 
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Post » Sun Jun 19, 2016 1:53 pm

OK, I've uploaded another snapshot build with that fixed.

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sarah
 
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Post » Mon Jun 20, 2016 3:18 am

Hi, I've got this problem where I can't get LOOT to launch even as admnistrator. I've read somewhere else about it and they said I should delete thee "%LOCALAPPDAT%\loot" and even after I did it i got a crash while starting it up. I tried installing through the installer and manually through archives, even tried the snapshots and still nothing. Now I don't what else I could try and do, so I'd be glad if you guys could help me out.

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candice keenan
 
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Post » Sun Jun 19, 2016 11:06 am

I've uploaded a new snapshot build in the autocomplete-filenames-bash-tags subfolder, this adds autocomplete suggestions to filename and Bash Tag name inputs in the editor. They will suggest plugin filenames and Bash Tags for the current game respectively. Let me know what you think!






For some reason a few people are getting these crashes with v0.9.0, and I don't know why... Does LOOT create a settings.yaml in its %LOCALAPPDATA%\LOOT folder before it crashes?

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IM NOT EASY
 
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Post » Mon Jun 20, 2016 12:03 am


I was using one of the latest snapshots and, strangely, it created a LOOT folder with the settings.yaml in some of the attempts, not all. When it does happen to create, a LOOT window appears like it is going to start normally, but it stays blank, the folder is then created and a "stopped working" windows error appear. I tried replicating the same things a few more times to see if it was a constant and at the fourth or so I tried using the v0.9.0 realease once more and LOOT appears to have launched ~normally~ even after the "stopped working" error, I even sorted my plugins... I don't know what the hell just happened.

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katsomaya Sanchez
 
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Post » Sun Jun 19, 2016 2:46 pm

Game selection works once again with snapshot 43.


Do you mean snapshot 45? I'm not seeing any subfolder on dropbox.

Also, https://github.com/loot/loot.github.io/blob/master/latest-thread.html still links to thread #23 instead of #24.
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Fluffer
 
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Post » Sun Jun 19, 2016 2:43 pm


The folder should now be visible, I'd created it in the wrong folder... I've updated the thread link too.

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latrina
 
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Post » Sun Jun 19, 2016 3:37 pm


I don't understand. I'm not asking for anything beyond adding a enable/disable checkbox next to the entries that you're already listing in the load order. Enabling those plugins would not involve more than adding the plugin entry in plugins.txt (don't you edit appdata\Skyrim\plugins.txt in addition to appdata\Skyrim\loadorder.txt already?). How is adding such small but useful function turning LOOT into a mod manager? It's probably alot more work for NMM to add filter for LOOT than for you to add a check box.

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electro_fantics
 
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Post » Sun Jun 19, 2016 7:55 pm


Adding the ability to activate and deactivate plugins would introduce functionality that is completely new to LOOT but otherwise already provided by several other utilities, and which is mostly unrelated to LOOT's existing functionality (it does check active state for some validation) except for the data it manipulates being stored in the same place.



I say it would probably be easier to add a filter to NMM because that would involve a UI change, whereas your proposal would involve UI and backend changes to LOOT.

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louise tagg
 
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Post » Sun Jun 19, 2016 9:35 pm


Autocompletion for Deactivate, Delev, NoMerge and Relev works, the other bash tags do not pop up for me.

Autocompletion for plugin names seems to work flawlessly, though with snapshot 46 it seems that currently no load after metadata can be safed, https://abload.de/img/errorsap7s.jpg error message appears.

Also, would it be doable so that I can tab through the different dropdown entries with Arrow Up and Arrow Down?
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Elea Rossi
 
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