[REL] LOOT - Thread #23

Post » Wed Apr 13, 2016 4:25 pm

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 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/0.8.1/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

User avatar
Meghan Terry
 
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Post » Thu Apr 14, 2016 5:14 am

While testers of Bethesda's closed beta's (Automatron Beta, Wasteland Workshop Beta) had to accept a NDA, it appears that no NDA has to be accepted to opt in their open beta's, like the Survival beta - I just activated the survival beta through steam (and played through the intro sequence) and no NDA showed up during the process, nor is anything alike mentioned https://community.bethesda.net/thread/2921.



Given everything above, and that the changes to Fallout 4's plugin loading mechanism already are all over the internet (and Bethesda does not seem to go against those that posted the information), I deduce that it's absolutely fine to talk about Fallout 4's changed plugin loading mechanism in the upcoming new version of Fallout 4 / survival mode, and how LOOT handles it.



Therefore I will now test the latest snapshot and later post my findings.

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Karl harris
 
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Joined: Thu May 17, 2007 3:17 pm

Post » Thu Apr 14, 2016 3:43 am

@wrinklyninja, @freso - Thanks for taking the time to find that commit on the Immersive Weapons / AFT mods. Being a programmer, I'm lucky if I can remember the details of a commit from 2 weeks ago, let alone 2 years ago. :) No worries, just wanted to see if you guys had some ideas.



While I'm here, I thought I'd mention another thing I run into with Loot from time to time. I run Mod Organizer and run Loot through it. Sometimes after I sort my plugins in the Loot interface, it will show a plugin or two toward the bottom of the list that I know won't normally sort there (e.g. one of Bethesda's Hi-Res Texture Packs, say HighResTexturePack03.esp). However, after closing Loot down and seeing the plugin list sort in Mod Organizer, it doesn't have those mods in the list at the bottom and everything looks fine. Start Loot back up and everything looks fine - resort the list, and it doesn't sort them that way again. To me, it seems like a visual glitch in the Loot interface after sorting that doesn't follow what the real sorted order is after exiting Loot... hopefully that makes sense. :) You guys ever see anything like this? It doesn't happen all the time, probably 1 out of 5 times when I was running Loot constantly getting my load order setup for a new play through. If you need a screenshot to see what I'm talking about, I can do that the next time I catch it.



Certainly nothing urgent, more of a nuisance issue that doesn't cause any real problems. Just thought I'd post it to let you know. Rock on.

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Hazel Sian ogden
 
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Joined: Tue Jul 04, 2006 7:10 am

Post » Wed Apr 13, 2016 8:18 pm

I've seen something http://www.gamesas.com/topic/1531778-rel-loot-thread-20/page-5#entry24355562 with a very early snapshot after the official 0.8.1 release (at least I think it is similar to what you describe), but not again since then. What happens if you use snapshot https://www.dropbox.com/sh/scuvwwc6ovzagmd/AADUm2brDPVtdtAifjBovws6a/LOOT%20v0.8.1-301-g6cafd65%20%2832%20bit%29.7z?dl=0, ricke44654 ?

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sarah taylor
 
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Joined: Thu Nov 16, 2006 3:36 pm

Post » Wed Apr 13, 2016 9:41 pm


If it's happening with 0.8.1, check with the latest snapshot, there were several scrolling-related bugs in 0.8.1.

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Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Wed Apr 13, 2016 9:33 pm

LOOT's wiki pages have now been moved into its website, under the Documentation link in the sidebar. The wiki is still accessible, but will be taken down once v0.9.0 is released.



Also, I plan to merge in the Fallout 4 1.5 changes once the patch has come out of beta (which I guess would coincide with official mod support landing, since it's supposed to happen any time now...).

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Robert Garcia
 
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Post » Wed Apr 13, 2016 9:18 pm


This is why you should write good commit messages. ;) Also, `git blame` is your friend (if you use Git, that is).
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Naomi Lastname
 
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Joined: Mon Sep 25, 2006 9:21 am

Post » Wed Apr 13, 2016 9:56 pm

Alright, I think it is safe to say, that the Fallout 4 Launcher of the upcoming version 1.5 does no longer purge the plugins.txt file. Additionally, the proclaimed new plugin loading mechanism works, so plugins.txt will now, for Fallout 4, include both active and inactive plugins, while the active ones must have a leading * added to their name (an asterisk). So a plugin test.esp in plugins.txt will be inactive, but *test.esp will be active.



Snapshot 0.8.1-308 seems to correctly reflect this, the active plugin hook is displayed for plugins with a leading asterisk *.



That said .. the DLCs "DLCRobot.esm" (Automatron) and "DLCworkshop01.esm" (Wasteland Workshop) seem to load ingame even if their plugin entries do not have a leading asterisk in plugins.txt.. LOOT currently displays them (in that case) as inactive, yet they seem to load ingame normally (that's the case because they are listed in DLCList.txt, or not?). That could be adjusted I think.



It would be great if someone else could verify the things mentioned in this post.

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BethanyRhain
 
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