ModOrganizer2 / modorganizer

Mod manager for various PC games. Discord Server: https://discord.gg/ewUVAqyrQX if you would like to be more involved
http://www.nexusmods.com/skyrimspecialedition/mods/6194
GNU General Public License v3.0
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User .esl files cannot be moved to higher index than .esp file masters #207

Closed mlandstreet closed 6 years ago

mlandstreet commented 6 years ago

This is not an error in MO2.1.1. It is a condition I have observed that causes a certain set of plugins to not function correctly.

I am currently using c1a56f7 on Windows 10 with the latest version of FO4 (and SSE). I was attempting to use the .esl version of the mod 'CC Modular Military Backpack - AE-VIS-RRBW PATCH' (https://www.nexusmods.com/fallout4/mods/26492). It was having some issues of upgrade functions not being there so I attempted to load it in the latest version of xEdit. xEdit complained that the modularmilitarybackpack.esl had to be after Armorsmith Extended.esp because AE is a master. Apparently the game allows non-Bethesda .esl files to be anywhere in the plugin list. Am I missing something or does MO force non-Bethesda .esl files in between .non-Bethesda .esm files and .esp files? Will be happy to help test as time permits.

I think giving non-Bethesda .esl files the same set of rules as .esp files would solve the problem. Apparently running FO4 unmanaged and manually adjusting the load order allows this.

Thanks, Mason

mlandstreet commented 6 years ago

Additional Information:

I am more confident in my final paragraph above. I have discovered that turning the mod containing the .esl off and back on that it places the .esl at the end of the load order. If I do not touch the .esl file and move things around it to achieve my load order that it will not auto-move. This method will allow the dependencies to be in the right order and FO4Edit is happy. FO4 is also happy.

Silarn commented 6 years ago

This mod author is doing things very badly and I assure you trying to run this setup through LOOT will also cause an error. Including an ESP as a master of an ESL file will wreak all sorts of havok on your load order. ESL files always load before any 'normal' ESP - that's just how it works. Including an ESP as a master of an ESL forces that ESP and any of its masters to load before that ESL (and every other ESP). This makes it incredibly difficult to properly manage your load order and is why MO2 and LOOT will not support these setups.

Silarn commented 6 years ago

Addendum: There is evidence that manually setting the ESL flag on an ESP will maintain the ESP load order while loading the ESP in the ESL space. This may be a valid workaround for you if you're trying to avoid the plugin limit. Note that LOOT still treats these files as ESLs and will not sort your plugin list with this setup.

mlandstreet commented 6 years ago

Silarn,

Thanks for the reply and contained information. I had wondered if that might not be a bad idea. I figured the author knew more about it than I.

There was also a .esp version of the mod.

I was, indeed, minimizing my load limit count. My final solution, before I found your reply, was to use Mator's merge to merge all of the .esps that patch or improve creation club content into a single .esp and loaded it at a greater index than AE.

Please let me know if you see a better solution.

Thanks again, Mason

Silarn commented 6 years ago

Both MO and LOOT are working toward supporting the ESL-flagged-ESP setup. (Last I checked the dev builds of LOOT include support and we simply need to update the API DLL in MO for the sort button.)