This repository holds the LOOT masterlist for TES V: Skyrim Special Edition.
See CONTRIBUTING.md for information on how to contribute to this masterlist.
The TES V: Skyrim Special Edition masterlist.
License: Creative Commons Zero v1.0 Universal
This repository holds the LOOT masterlist for TES V: Skyrim Special Edition.
See CONTRIBUTING.md for information on how to contribute to this masterlist.
Realistic Lighting Overhaul SSE
We should ensure that the plugins from this mod will load in the following order (as laid out here):
Realistic Lighting Overhaul - Major City Interiors.esp
Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp
Realistic Lighting Overhaul - Major City Exteriors.esp
Realistic Lighting Overhaul - Dawnguard Interiors.esp
Realistic Lighting Overhaul - Dungeons.esp
Realistic Lighting Overhaul - Weathers.esp
Realistic Lighting Overhaul - Dawnguard Weathers.esp
RLO - Major City Exteriors - No Guard Torches.esp
JKs Skyrim
from Bring out your dead.esp
entry.Bring out your dead.esp
in JK's Skyrim - Arthmoor's Patch Pack
on the JK's Skyrim mod page. The JK's Skyrim - Arthmoor's Patch Pack
contains a standalone and a merged file.JKs Skyrim_BOYD_Patch.esp
or JKs Skyrim_Arthmoor All_Patch.esp
is active with Bring out your dead.esp
& JKs Skyrim
active.JKS_Holidays_Patch.esp
if Dawn of Skyrim is installed.JKS_DoS_Holidays_Patch.esp
should be used instead.JKS_DoS_Holidays_Patch.esp
when Holidays.esp
& JKs Skyrim_Dawn of Skyrim_Patch.esp
are active.LOOT's masterlist for Skyrim contains some data for SKSE and SkyUI (at the very top of it).
Should we do the same for SSE's masterlist? SKSE64 is in alpha now, as is SkyUI.
Or maybe wait until they reach a stable release?
CC: @schlangster @Mardoxx
[10:23:52.690564] [warning]: Chromium console message: Styling master document from stylesheets defined in HTML Imports is deprecated, and is planned to be removed in M65, around March 2018. Please refer to https://goo.gl/EGXzpw for possible migration paths.
[10:23:52.740135] [warning]: Blocking load of resource at https://fonts.googleapis.com/css?family=Roboto+Mono:400,700|Roboto:400,300,300italic,400italic,500,500italic,700,700italic
[10:24:01.168015] [error]: "Immersive Citizens - AI Overhaul.esp" is incompatible with "tpos_ultimate_esm.esp", but both are present.
[10:24:22.353514] [error]: Failed to sort plugins. Details: Cyclic interaction detected between plugins "ELFX - Hardcore.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Immersive Citizens - AI Overhaul.esp, CFTO.esp, CFTO-CoveredCarriages.esp, ELFX - Hardcore.esp
[10:24:22.388134] [error]: Chromium console message from http://loot/ui/app.bundle.js at line 1: Error: Failed to sort plugins. Details: Cyclic interaction detected between "ELFX - Hardcore.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Immersive Citizens - AI Overhaul.esp, CFTO.esp, CFTO-CoveredCarriages.esp, ELFX - Hardcore.esp
at J.e.then.then.then.e (http://loot/ui/app.bundle.js:1:481687)
It appears that NAM3 - LOD Water Type is overwritten by Alternate Start - Live Another Life.esp, and CFTO.esp.
It causes water seams to occur similar to
By placing RealisticWaterTwo.esp after those two mods, it then fixes it completely.
I suppose that CFTO is not as important, however Alternate Start is a very common mod.
The two mods are
Alternate Start - Live Another Life
Carriage and Ferry Travel Overhaul
Failed to sort plugins. Details: Cyclic interaction detected between "Bells of Skyrim - OCS+ICAIO Patch.esp" and "Alternate Start - Live Another Life.esp".
Back cycle: Alternate Start - Live Another Life.esp, Alternate Start -- New Beginnings.esp, Immersive Citizens - OCS patch.esp, Bells of Skyrim - OCS+ICAIO Patch.esp
Tkohr
dont know where to report i do it here, loot does the following load order wrong,
Landscpape fixes for Grass Mods
Veydosebrom - Grasses and Groundcovers
Whitrun Valley
correct loadorder is
Veydosebrom - Grasses and Groundcovers
Landscpape fixes for Grass Mods
Whitrun Valley
perhaps you can fix it.
These lines should be removed according to : http://www.nexusmods.com/skyrimspecialedition/mods/173
If not, please provide any reason please.
Thanks.
I have let the application update masterlist in the settings
LOOTAPIDebugLog.txt
LOOTDebugLog.txt
CEFDebugLog.txt
Latest update 0.10.03 /
Masterlist Revision a688e66
Masterlist Date 2017-03-04
Don't take in consideration that Flower Girls must be After Relationship Dialogue Overhaul.
Author of Flower Girls (Xiderpunk) say
Flower Girls (FG) alters some lines of dialogue which are also effected by Relationship Dialogue Overhaul (RDO). Please ensure Flower Girls is AFTER RDO in your load order.
NMM 0.63.13 / win10pro x64
In mine configuration LOOT put FG in position 59 and RDO in 123.
Enai Siaion wrote:
This mod seems to sort Scoped Bows after Ordinator so it breaks the archery tree and I get a million complaints that Ordinator has a bug.
Mods in question are:
Ordinator - Perks of Skyrim
Scoped Bows SE
Both mod authors further discussed this here, and the mod description of Scoped Bows now reads:
Ordinator - Perks of Skyrim ...is perfectly compatible with Scoped Bows! Just don't use the optional "Eagle Eye Tweak" that comes with Scoped Bows!
Therefore, could we warn users to not use "ScopedBows_EagleEyeTweak.esp" if "Ordinator - Perks of Skyrim.esp" is used?
Seems to be same problem, but different .esp's:
Cyclic interaction detected between "JKs Skyrim_RWT_Patch.esp" and "ELE_SSE.esp". Back cycle: ELE_SSE.esp, Immersive Citizens - ELE patch.esp, RealisticWaterTwo.esp, JKs Skyrim_RWT_Patch.esp
LOOTDebugLog.txt
Apparently the Immersive Citizens fix didn't work for me, although it still seems to be involved.
I set warnings on all Bijin files a while back when there were not ports too SSE based on the AIO SSE patch instructions.
The Bijin files are now being ported to SSE making the warnings not entirely true.
It says a cyclic interaction detected between RealisticWaterTwo++Verdant+Patch.esp and ELE_SSE.esp. Back cycle: ELE_SSE.esp, Qw_ELE_CRF Patch.esp, RealisticWaterTwo.esp, RealisticWaterTwo++Verdant+Patch.esp.
As suggested in issue #48 by @Arthmoor
This probably needs to be looked at again to provide for exe versions and SKSE64 loader versions in the same way the Fallout 4 list currently is since both are likely to change again in the future.
@Arthmoor Unable to get the true version of the SKyrimSE.exe at the moment. Quoting @WrinklyNinja
Given that the executable version doesn't reflect the game version, I think it's pointless checking it. You could check the CRC instead, but I don't know if different regions get different executables (which would all have different CRCs)...
Reported by @ArtaiosGreybark in PR #82:
Load ICAO After LAL
Failing that will cause a cyclic interaction between "Bells of Skyrim - ICAIO Patch.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Alternate Start LAL TKAA Patch.esp, Immersive Citizens - AI Overhaul.esp, Bells of Skyrim - ICAIO Patch.esp as per master list (no user meta data!).LAL edits seem to also have been integrated with ICAO since 0.39a: https://www.nexusmods.com/skyrimspecialedition/mods/173?tab=posts
This probably has the same root cause as loot/libloot#21. Adding after
metadata so ICAIO loads after LAL fixes the issue, but it may be better to also/instead change ICAIO's group.
Main Source Skyrim Reborn - Ultimate Locations Guide.
Just reporting this issue, subject line says the problem (if CH loads before OC, causes CTDs, so it should load after OC). I changed the metadata for myself but I think it should be changed on your end as well, yes? Let me know if you need more info
(Required Fields *)
Mod Name: Shezrie's Old Hroldan Town Ver 2.2 SE
URL: 'https://www.nexusmods.com/skyrimspecialedition/mods/7857/'
Plug-in name*: 'ShezrieOldHroldanVer2.esp'
Group: Default
version: v2.2
CRC32: 0x9E66B431
Form Version: 44
Masters require sorting: Yes
CRC32 after master sort: 0x600E8FE9
Cleaning Report: (ITM: 1,UDR: 0, NAV: 0)
CRC32 post cleaning no sort: 0x4735D188
CRC32 post cleaning with masters sorted: 0x22DAD810
Wild edits: N\A
Errors: N\A
Bash Tags suggestions:
Current( ) ADD(C.Light, Graphics,Invent ) REMOVE(C.Water,C.Acoustic,C.Regions )
Load after:
Title says it all really. I have no idea why but loot detects the old skyrim even though i don't have it installed, I only have the special edition installed. When i click the original old skyrim it has all the mods i have for special edition listed as well as the skyrim and dlc esms but without any tags of anything because i don't have the master list ( or even the game installed).
Loot seems to work fine for my SE Skyrim but i don't really get why it's doing this.
Since i plan on installing oldrim in order to play enderal i really don't want to put my modded special edition in jeopardy by loot getting the two mixed up and since loot is pretty invaluable to get things working properly i'd really appreciate some insight on this oddity.
Thanks for any help you can give
## Vivid Weathers Definitive Edition Updates ADDED #196
Vivid Weathers have built-in compatibility with:
Vivid Weathers is compatible with Interior Lighting mods such as:
The following mods offer compatibility patches for Vivid Weathers on their own page:
Vivid Weathers is not compatible with other weathers overhaul
Make sure you load Vivid Weathers after any mod altering Ambient Sounds and Weather Distribution.
Load Vivid Weathers after Wet & Cold (for weather distribution in Solstheim).
Wet & Cold
Patch required.
Version 2.30
Util: xEdit 3.2.1
Vivid WeathersSE.esp
6065FD6C 6 itmVivid Weathers SE - Classic.esp
F1A0B710 18 ITMVivid WeathersSE.esp
676197A6
Vivid Weathers SE - Classic.esp
F7A0E586
Vivid Weathers - Extended Rain.esp
D1472C2B
Vivid Weathers SE - Extended Snow.esp
DDF64958
Vivid Weathers SE - Winter.esp
BFCD0A7F
Vivid Weathers SE - Summer Season.esp
FA5FFE09
Vivid Weathers SE - AOS Patch.esp
168E70F9
Vivid Weathers SE - Bruma Patch.esp
0AFC72E9
Vivid Weathers SE - Falskaar.esp
051BA358
Vivid Weathers SE - LightingDuringStorm Patch.esp
FB7F666E
Vivid Weathers SE - SOS Patch.esp
2C48D46D
I would like to relicense the LOOT masterlists/repositories to be under the Creative Commons Zero license (effectively submit them to the public domain). See loot/loot.github.io#61 for more thoughts on this.
@MaddBomber83, @Sharlikran, @WrinklyNinja, @flatwhatson, @ExE-Boss, @Kinaga, @Arthmoor if you agree with moving to this much more free license, please write a comment confirming this.
Mods in question:
Breezehome
JK's Whiterun
Elianora writes in her mod description: Compatible with JKs Whiterun, just load my mod after that.
Information comes from drizzlol.
I created an entry for SkyrimSE in the settings for LOOT. When I update the masterlist, I get "Error code 12; Failed to update the masterlist. Details: An error occurred while trying to read information on the updated masterlist. If this error happens again, try deleting the ".git" folder in C:\Users\User\AppData\Local\LOOT\SkyrimSE."
Know Your Enemy - Morrowloot Ultimate Patch:
Cyclic interaction detected between "kye_mlu_patch.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Alternate Start LAL TKAA Patch.esp, Immersive Citizens - AI Overhaul.esp, Bells of Skyrim - ICAIO Patch.esp, MLU.esp, kye_mlu_patch.esp
Improved Closedfaced Helmets:
Cyclic interaction detected between "imp_helm_legend.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Alternate Start LAL TKAA Patch.esp, Immersive Citizens - AI Overhaul.esp, Bells of Skyrim - ICAIO Patch.esp, MLU.esp, imp_helm_legend.esp
Improved Closedfaced Helmets - MLU Patch:
Cyclic interaction detected between "MLU - Improved Closefaced Helmets.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Alternate Start LAL TKAA Patch.esp, Immersive Citizens - AI Overhaul.esp, Bells of Skyrim - ICAIO Patch.esp, MLU.esp, imp_helm_legend.esp, MLU - Improved Closefaced Helmets.esp
LOOTDebugLog.txt
CEFDebugLog.txt
Got this message while trying to sort my load order.
I'm using the latest loot version found on the site and the latest masterlist for skyrim se.
- Alternate Start - Live Another Life fe46a3e
- Ars Metallica - Smithing Enhancement no update required
- Bring Out Your Dead 56fa384
- Castle Volkihar Rebuilt c531c3e
- Cutting Room Floor 622e591
- Dawnguard map markers ff242b5
- Dolmen Ruins - ESO Dark Anchors 63e2d1c
- Dragon Claw Stands
- ESO Skyshards f9becdd
- Gildergreen Regrown 5e96061
- Oblivion Gates in Cities e361211
- Open Cities Skyrim b1d3a12
- Provincial Courier Service 514adf8
- Run For Your Lives 2ce1ebf
- Shadowmarks bf48c26 9f94f97
- Storefront 9f94f97
- The Paarthurnax Dilemma 7065703
CEFDebugLog.txt
[0512/152408:ERROR:main_delegate.cc(752)] Could not load cef_extensions.pak
LOOTDebugLog.txt
[15:24:09] [warning]: Blocking load of resource at https://fonts.googleapis.com/css?family=Roboto:400,300,300italic,400italic,500,500italic,700,700italic
[15:24:09] [warning]: Blocking load of resource at https://fonts.googleapis.com/css?family=Roboto+Mono:400,700
[15:24:09] [error]: boost::filesystem::status: The name of the file cannot be resolved by the system: "D:\Steam\steamapps\common\Skyrim Special Edition\Data\meta.ini"
[15:24:19] [error]: boost::filesystem::status: The name of the file cannot be resolved by the system: "D:\Steam\steamapps\common\Skyrim Special Edition\Data\meta.ini"
For some reason LOOT doesnt like anything in my data folder. I delete something what causes an error just basic SSE mods and new errors come from other mods to the debug log.
I heard of LOOT from one of the mods that I'd downloaded for Skyrim SE, so since I'd been having a hassle sorting and organizing my game's mods on my own, I decided to give it a try since it seemed like it could figure out what was best. So I downloaded LOOT, ran it for Skyrim SE, and let it sort my mods out for me.
It worked very well, I couldn't find any real issues with my game after using it, except one major one. Whenever I go to talk to a merchant, I will ask what they're selling so that they'll open the trading window. Only when I press that dialogue option, they'll say their phrase "A bit of this and a bit of that" or what have you, but then the dialogue window will reset without actually opening the trade window. I can back out and move on with my life easily enough, but the inability to trade with merchants when I'm so early on in my game is a major issue.
This is my first time writing in about something like this, I'm not fully sure what the process would be, whether I need to put up my whole list of mods, load order, or whatever. All I know is that I haven't downloaded many mods recently that should affect NPC behavior. It was only after using LOOT to sort did I have this issue. So I'm hoping that I'll be able to find a solution for it.
Reported on nexus
Hi
there is an error message during the plugin sorting
LOOTDebugLog.txt
cheers
I am in the beginning of Modding Skyrim SE (Using Mod Organizer 2.1.2 and LOOT 0.12.5), I have run LOOT and it simply doesn't do anything to my load order. Obviously, I have manually moved some plugins and it doesn't help. The ONLY thing that makes it do any replacement is between:
Unofficial Skyrim Special Edition Patch
and
Skyrim Project Optimization SE (Probably because this is an ESM file...)
Please help!
Palaces and Castles Enhanced SSE
From the Author (SetteLisette):
Hi! No worries for the delay as I completely understand that you have priorities. as we all do!
Thank you so much for your continuous support. Yes, as you pointed out, the lighting mods that I list bellow should be loaded before my mod.
Realistic Lighting Overhaul (http://www.nexusmods...yrim/mods/30450)
Enhanced Lights and FX (http://www.nexusmods...yrim/mods/27043)
Relighting Skyrim (http://www.nexusmods...yrim/mods/17609)
Shadows (http://www.nexusmods...yrim/mods/50855)
Enhanced Lighting for ENB (ELE) - LITE (http://www.nexusmods...yrim/mods/59733)
Volrath Enhanced Lights and Fixes - VELF (http://www.nexusmods...yrim/mods/19933)
In addition to that, any mods that add objects to the changed interiors should be loaded before my mod. If it's just a sweetroll then not a big deal, but if bigger objects like paintings and tables are added by other mods, I'd say they cause conflicts. So the following mods should also be loaded before my mod.
Faction Crossbows (http://www.nexusmods...yrim/mods/58704)
Legendary Skyrim Crossbows (http://www.nexusmods...yrim/mods/82171)
Snazzy Furniture and Clutter Overhaul (http://www.nexusmods...yrim/mods/76307)
Any editions of Morrowloot
Requiem (http://www.nexusmods...yrim/mods/19281)
Skyrim Unique Treasures (http://www.nexusmods...yrim/mods/12766)
BadGremlins Something Fishy (http://www.nexusmods...yrim/mods/63537)
Legacy of the Dragonborn (http://www.nexusmods...yrim/mods/52248)
T3nd0's Perkus Maximus "The Mage Module" (http://www.nexusmods...yrim/mods/59849)
Populated Skyrim HELL EDITION (http://www.nexusmods...yrim/mods/73315)
Populated Skyrim Prisons Cells Reborn (http://www.nexusmods...yrim/mods/73194)
Populated Prisons (http://www.nexusmods...yrim/mods/33141)
Solitude Dome Paintings (http://www.nexusmods...yrim/mods/64549)
Cutting Room Floor (http://www.nexusmods...yrim/mods/47327)
Interesting NPCs (http://www.nexusmods...kyrim/mods/8429)
Inconsequential NPCs (http://www.nexusmods...rim/mods/36334/)
Ovens and Churns of Skyrim (http://www.nexusmods...yrim/mods/41809)
Skyrim Ovens for Hearthfire (http://www.nexusmods...yrim/mods/26814)
The following mods contain Navmesh edits so NEED to be loaded before my mod, or the NPCS in palaces and keeps will have hard time getting to destinations and in worst cases CTDs might occur.
Riften - Thief Edition (http://www.nexusmods...yrim/mods/31669)
Solitude - Capital Edition (http://www.nexusmods...yrim/mods/52117)
Skyrim Sewers 4 (http://www.nexusmods...yrim/mods/14351)
Solitude Reborn (http://www.nexusmods...yrim/mods/63685)
Thane rooms in each Jarlhouse (http://www.nexusmods...yrim/mods/80136)
The Vaults Of Skyrim (http://www.nexusmods...yrim/mods/53977)
Skyrim Underground (http://www.nexusmods...yrim/mods/75004)
Holds The City Overhaul (http://www.nexusmods...yrim/mods/74638)
Historical Revival - The Roman Era (http://www.nexusmods...yrim/mods/32988)...This is all I could come up with. =D
Failed to sort plugins. Details: Cyclic interaction detected between "MLU.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, RealisticWaterTwo.esp, MLU.esp
When I change either Realistic water to morrowloots group or MLU to default it completes the sort.
I'm assuming this is because Alt start has priority over MLU, while MLU has priorty over RWT. But RWT is set to load after alt start.
Exactly what it says on the tin. If Sounds of Skyrim Complete (haven't tested individual versions) is allowed to overwrite, water seems appear all over Skyrim.
Requested on AFKmods by @alt3rn1ty
Loot is not working I try to use it but it keeps on giving me an error LOOTDebugLog.txt message how can I fix it
PS: I'm playing Skyrim SE
So first, I'm French, so please do not be angry if I speak bad English
My problem is here for 2-3 months, every time I try to sort the plugins, Loot places it in the appropriate loader in the "loot application" but not in NMM. So I have to watch if each plugin is in the right place. It still seems pretty capricious but when you have more than 230 plugins it's not very funny to do every time you install a mod. So do you think you could help me?
I hope you will anser fast
Oceato
When trying to sort list i get a cyclic interaction issue between Alternate Start - Live Another Life and Flower Girls, also including in it Relationship dialogue overhaul
"
Cyclic interaction detected between plugins "FlowerGirls SE.esp" and "Alternate Start - Live Another Life.esp". Back cycle: Alternate Start - Live Another Life.esp, Relationship Dialogue Overhaul.esp, FlowerGirls SE.esp
"
when i try to see if removing the load after metadata works it doesn't register
this issue was not happening as of the last masterlist as all 3 mods have been with me since i last used loot less then 3 weeks ago
So I used this masterlist for skyrim special edition and this happened. Thought I'd let you guys know.
"Masterlist revision 2406b3b: yaml-cpp: error at line 15, column 5: bad conversion. The latest masterlist revision contains a syntax error, LOOT is using the most recent valid revision instead. Syntax errors are usually minor and fixed within hours."
The author suggests
ICAIO
FCO
RDO
https://www.nexusmods.com/skyrimspecialedition/mods/16865?tab=posts
Since downloading the latest version of LOOT it will no longer detect my games. I use windows 10 and downloaded LOOT using the installer, as I have done in the past.
I have skyrim se, and it was working fine till I had to reinstall Nexus mod manager. now it will not run. I have Windows 10 operating system.
Load Order's need adjustment for Sweet as Honeyside.
If no objection in 7 days I'll update the master as follows per Author's Description:
ELFX - NoHoneyside.esp
Alternate Start - Live Another Life.esp
Honeyside.esp
Landscape Fixes For Grass Mods.esp
Needs to load after
Verdant - A Skyrim Grass Plugin SSE Version.esp
Immersive Sounds - Compendium.esp should be loaded after Reverb and Ambience Overhaul - Skyrim.esp, not before.
The load order should be:
LOOT currently has it backwards, i.e.:
Thanks for a great tool!
Currently LOOT doesn't display the dirty plugin info for the official .esm's (since patch 1.5.16 updated them). The new results while cleaning with SSEEdit v3.2.1 (revision 4455432) are:
Update.esm
- crc: 0x3f56d693
itm: 228
udr: 91
Dawnguard.esm
- crc: 0xbfba5a40
itm: 621
udr: 82
nav: 57
HearthFires.esm
- crc: 0xeb21f448
itm: 178
udr: 11
nav: 5
Dragonborn.esm
- crc: 0x32e19c49
itm: 69
udr: 8
nav: 1
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