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Posted

Hello. Can someone help me with loadorder problem on MO.

I've run into this problem while tryin to setup mods for new play through.

MO is giving me warning with this message:

 

Move When Vampires Attack after Unofficial Skyrim Redone Patch Update
 
Move Undeath after When Vampires Attack
 
Move Better Vampires 6.6 after Undeath
 
Move Civil War Overhaul after Better Vampires 6.6
 
Move Moonlight Tales - Werewolf and Werebear Overhaul after Civil War Overhaul
 

Move T3nd0s Skyrim Redone after Moonlight Tales - Werewolf and Werebear Overhaul 

 

If you closely look at this load order it turns out that MO is running its own tail.

Unofficial Skyrim Redone Patch Update needs to be after Skyre.

 

Can someone help me solve this problem?

13 answers to this question

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  • 0
Posted

That feature is the Potential Mod Order Problem, but does not necessarily mean you have an issue. If you know that it is correct then ignore it.

 

Also, you said load order, but that is the right pane where the plugins (ESPs/ESMs) are. PMOP refers mostly to install order or the left pane where the mods are listed. Sometimes the PMOP might detect a circular conflict where mod A conflicts with mod B, mod B conflicts with mod C, and mod C conflicts with mod A. The only fix is to put them in the order that you know correct, but MO will still throw up the error because it doesn't really understand that the conflict is circular.

  • 0
Posted

I did not get used to this new MO terms :) You're right it is MOD ORDER problem on left panel.

Anyway, I did not find any reason why  When Vampires Attack needs to be after Unofficial Skyrim Redone Patch Update.

So, I can ignore this warning?

  • 0
Posted

I did not get used to this new MO terms :) You're right it is MOD ORDER problem on left panel.

Anyway, I did not find any reason why  When Vampires Attack needs to be after Unofficial Skyrim Redone Patch Update.

So, I can ignore this warning?

I wouldn't say "ignore", just click the 'Fix' button and let MO do its thing.

Also I have found that since these are usually circular errors, as described by @EssArrBee, moving the lowest mod, of those flagged in the error message, to a new position usually fixes the "error".

 

The actual code employed is still in beta and it is trying to look for script conflicts inside the mods and ensure they are resolved, it doesn't always get things correct though as it isn't straight-forward that one script will "conflict" even when there seems to be overlap of instructions.

  • 0
Posted

I wouldn't say "ignore", just click the 'Fix' button and let MO do its thing.

Also I have found that since these are usually circular errors, as described by @EssArrBee, moving the lowest mod, of those flagged in the error message, to a new position usually fixes the "error".

 

The actual code employed is still in beta and it is trying to look for script conflicts inside the mods and ensure they are resolved, it doesn't always get things correct though as it isn't straight-forward that one script will "conflict" even when there seems to be overlap of instructions.

No need to move anything if you know that nothing is wrong. Letting MO 'correct' it may actually create an issue. Clicking 'Fix' is something we don't even recommend for the mods in STEP. I would check out any potential conflict manually and then decide what to do with it. MO may look for script conflicts, but scripts are now loose files instead of plugin dependent like former Beth games, so you can hide files if you need to.

  • 0
Posted

Fair enough. I usually suggest clicking fix, or better still manually fixing it, because usually you would get that sort of message after adding a new mod and therefore the culprit is probably the last installed, even when the error says something different.

In practice the 'fix' doesn't radically change too many positions and if it does moving some around again solves any potential problems the human can see.

 

It stems from my dislike of keeping 'error messages' active when you should resolve them.

 

If the STEP method is to let it be, then let it be. I don't mean to upset the norm.

  • 0
Posted

The STEP method has more to do with the STEP guide and there being a circular error, so you can't really "fix" the error. MO just throws the errors because it detects a possible conflict. I hate that I see that triangle in the top bar too. I feel like it's sitting there staring at me, like my girlfriend when I did something wrong.  ::P:

  • 0
Posted (edited)

Here is another question:

If MO says that there is a problem with mod order, even if they don't overwrite each other, is it safe to ignore warning problem? What made MO to think that there is a problem?

Edited by Tormentor
  • 0
Posted

It depends on what your definition of 'safe' is.

Will it cause savegame corruption, CTD's, ILS, script error, or any other type of issue? Probably not.

Will you find functionality for a specific mod not working? Most likely but, only if the error was actually an error and not the code making assumptions.

 

As it says in that dialog box, it is still in beta and therefore it could make a wrong assumption.

 

Like I said before, even when the message lists numerous mods as needing to be moved around to fix the problem, usually all that is needed is to move just one of them, usually the last installed/activated, and the others fall into line.

  • 0
Posted (edited)

...or better still manually fixing it....

I hope this thread isn't too old for expending on. I have MO telling me

  • Move Complete Crafting Overhaul Remade after Traps Make Noise - More Dangerous Traps
  • Move Alternate Start - Live Another Life after Complete Crafting Overhaul Remade
I would like to ensure no in game problems with my mods (and more so a bit OCD and don't want the warning displayed), but I don't really have any idea how to resolve this issue, other than clicking the fix button.
 
I understand that the fix is just to move CCOR somewhere between TMN and LAL, but I don't understand the rationale in doing so.
 
None of these mods are listed in each others conflicting files list, so I assume the conflict comes from the script functionality. Is there some method of seeing where exactly this conflict is, so I can determine a fix, or at least know what to expect in game if I leave as is?
Edited by strudo76
  • 0
Posted (edited)

This would have to be one of most asked questions, looks like I need to do a specific wiki on how this works.

 

Putting aside the beta nature of the code, if you want to check what possible conflicts may occur open the 'Information' window for each of those mods and check both the 'Confilcts' & 'Filetree' tabs. Check to see what files/assets/scripts those mods share, if any. If you determine that there is nothing that can go wrong, ignore the message. Humans work better at this than beta code.

 

Ninja'd by Nozzer66... again!

Edited by GrantSP

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