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2 minutes ago, Seijin8 said:

That's your left-pane order for MO, not your load order.

I don't use SSE, but shouldn't SKSE be directly installed?  The older MO can't put things into the Skyrim Directory, and that's where it needs to be.

 

For load order, use LOOT.

Yes I have it installed through the directories and everything. And I know the plugins on my right are called the load order. But the left pane matters in regards to the game as well when it comes to overwrites and all that. My esp. pane is already sorted, was just looking for feedback on the left pane.

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1 minute ago, Dcasteel7 said:

Yes I have it installed through the directories and everything. And I know the plugins on my right are called the load order. But the left pane matters in regards to the game as well when it comes to overwrites and all that. My esp. pane is already sorted, was just looking for feedback on the left pane.

Unless you have a reason to do it otherwise, it should match the right pane.

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I have mine sorted like this:

 

- Bug fixes (Unofficial patch, flora respawn fix, every possible "bugfix" mod).

- Big replacers (Static Mesh Improvement, texture replacers, etc.).

- Minor replacers (single texture replacers or little projects that don't replace a lot of stuff).

- Enviroment /ENB stuff (weather and lighting mods, ENB helper, enb patches, alternative textures for enb, etc.).

- User Interface (SkyUI, better dialogue/messages control, iActivate, etc.).

- Appearance & Animation mods (Racemenu, CBBE, SOS, Bodyslide, skin textures, NPC replacers, Hair mods, FNIS, etc.).

- Gameplay/Overhaul mods (stuff to replace or change perks, skills, races, standing stones, adding mechanics, combat mods and so on).

- Loverslab mods (starting with SL Framework, Aroused Redux, SL Anim loader, SLAL packs, other LL mods).

- Patches from everything mentioned above (generated FNIS goes here in a custom mod, custom xEdit/zEdit patches, etc.).

 

You don't need to match 100% your loadorder. Some mods won't be affected by their position in the left panel (specially if the mod in question is a single esp/esm/esl file). In other cases there is no plugin file (esp/esl/esm) file attached to the mod, so you don't have a reference about where to place it (example, most texture replacers don't have esp files). You need to check the conflicts MO reports (check the mods with a red "-" symbol, double click over these mods and go to the Conflicts tab, there you'll see which files are being overwritten and by which mods).

 

You'll have to make the decision about which mod wins the conflict by placing it above or below other mods providing the same files. For example if Static Mesh Improvement provides X furniture model and you also have another mod that provides a different model for the same furniture, you can pick which model will be used in game by placing Static Mesh Improvement above or below the other mod. If you follow my order, you should let Static Mesh Improvement above (that way, your single texture or model replacers will be used instead of the ones provided by big replacers mods). In other cases you'll need to pick between skin textures, that's up to your personal preference. Things get complicated when conflicts happen between LL or overhauls mods, then you can totally break one mod if you let others overwrite certain files. You'll have to read about these mods compatibility and order them according to what you find.

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  • 11 months later...
On 1/31/2020 at 9:56 PM, Just Don't said:

I have mine sorted like this:

 

- Bug fixes (Unofficial patch, flora respawn fix, every possible "bugfix" mod).

- Big replacers (Static Mesh Improvement, texture replacers, etc.).

- Minor replacers (single texture replacers or little projects that don't replace a lot of stuff).

- Enviroment /ENB stuff (weather and lighting mods, ENB helper, enb patches, alternative textures for enb, etc.).

- User Interface (SkyUI, better dialogue/messages control, iActivate, etc.).

- Appearance & Animation mods (Racemenu, CBBE, SOS, Bodyslide, skin textures, NPC replacers, Hair mods, FNIS, etc.).

- Gameplay/Overhaul mods (stuff to replace or change perks, skills, races, standing stones, adding mechanics, combat mods and so on).

- Loverslab mods (starting with SL Framework, Aroused Redux, SL Anim loader, SLAL packs, other LL mods).

- Patches from everything mentioned above (generated FNIS goes here in a custom mod, custom xEdit/zEdit patches, etc.).

 

You don't need to match 100% your loadorder. Some mods won't be affected by their position in the left panel (specially if the mod in question is a single esp/esm/esl file). In other cases there is no plugin file (esp/esl/esm) file attached to the mod, so you don't have a reference about where to place it (example, most texture replacers don't have esp files). You need to check the conflicts MO reports (check the mods with a red "-" symbol, double click over these mods and go to the Conflicts tab, there you'll see which files are being overwritten and by which mods).

 

You'll have to make the decision about which mod wins the conflict by placing it above or below other mods providing the same files. For example if Static Mesh Improvement provides X furniture model and you also have another mod that provides a different model for the same furniture, you can pick which model will be used in game by placing Static Mesh Improvement above or below the other mod. If you follow my order, you should let Static Mesh Improvement above (that way, your single texture or model replacers will be used instead of the ones provided by big replacers mods). In other cases you'll need to pick between skin textures, that's up to your personal preference. Things get complicated when conflicts happen between LL or overhauls mods, then you can totally break one mod if you let others overwrite certain files. You'll have to read about these mods compatibility and order them according to what you find.

 

Jesus Christ i have been looking for information like this for 4 days! Finally, could only be better if there was a colour coded mockup..

 

Thank You!

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