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Mod Organizer internal LOOT not utilizing userlist.yaml


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Posted

OS: Win7 64bit

Mod Organizer version: 1.3.4

 

I have custom userlist.yaml located at AppData\Local\LOOT\Skyrim made by using external LOOT through mod organizer. External LOOT utilizes userlist.yaml file correctly, but when I use Mod Organizer's "Sort" button, load order doesn't reflect changes I made in userlist.yaml.

 

Is internal LOOT function intended not to use userlist.yaml or should I copy userlist.yaml for internal LOOT somewhere else?

10 answers to this question

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Posted

I'm going to sound heretical here but why not just drop the internal sort function and just link the button to the full LOOT application, or drop the function altogether?

Unless I've got it all wrong, there is no way to edit metadata that goes into the userlist.yaml without using the full LOOT program so doesn't it just add another level of error if we use LOOT to do some things and then overlook it for others?

 

When I use the 'Sort' function all I can do is... sort the plugins. Only by using LOOT can I edit the metadata and apply 'my' fixes to plugin sorting.

Also there is no LOOT report to show the 'dirty/clean' status of plugins with the 'Sort' function. I would say that is a needed tool.

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Posted

You're a heretic :innocent:

 

MO does show the report in info blurbs in the Flags column. Also, functionally, the lock load order feature can almost replace LOOT meta rules. What would be better is if we added a way to edit the meta info from within MO. The .yaml userlist file format looks simple enough.

 

But then, I do get that is a lot of work to implement. Just the feature is there more for you novice IMHO than the meta rule editor.

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Posted

The primary reason to have sort integrated is that its - well - integrated. I can display the warnings and hints inside MO. Technically it may eventually be possible to further use that information. Say: You right-click on a "dirty" esp and the context menu contains an option "clean with xedit" which then opens xedit with the correct esp open.

Or a way to help user resolve conflicts between esps.

 

I can also imagine a "beginner" mode for MO where all you have to do is download mods through MO, it automatically enables them, picks one of multiple conflicting plugins and sorts the plugins, thereby providing you with a UI similar to Steam workshop but with working load ordering.

This depends on MO being able to correctly order plugins.

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Posted

The primary reason to have sort integrated is that its - well - integrated. I can display the warnings and hints inside MO. Technically it may eventually be possible to further use that information. Say: You right-click on a "dirty" esp and the context menu contains an option "clean with xedit" which then opens xedit with the correct esp open.

Or a way to help user resolve conflicts between esps.

 

I can also imagine a "beginner" mode for MO where all you have to do is download mods through MO, it automatically enables them, picks one of multiple conflicting plugins and sorts the plugins, thereby providing you with a UI similar to Steam workshop but with working load ordering.

This depends on MO being able to correctly order plugins.

Interesting. It's always good to have an insight into the mind of the developer on these matters.

So where I see the 'Sort' as an end result, you see it merely as a stepping stone to greater abilities further down the line. Makes perfect sense when you see it that way.

 

Maybe we can have more insights into the MO 'roadmap'? ::):

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Posted

What I described was only my thoughts what could be done having the information as "data" inside MO instead of text being displayed to the user. But none of that has priority to me.

 

Right now I work on three "fronts":

1.3.x: I want to get this version to a point where it's stable. I think we're almost there

1.4.x: This version will have only one new feature which is better integration with steam. It will discover steam-subscribed mods (done), display them in MO selectable/deselectable (done) with a bit of integration (i.e. displaying the description from steam where MO would otherwise display the nexus description) and insert files from steam workshop "cache" directly into the vfs so that those mods don't actually have to be installed into the data directory.

2.0: Support for 64-bit, game independent, support for multiple games managed by one instance.

 

Progress on each is slow already, as you might imagine, so while I have a lot of ideas how MO could be improved, the above are the only things I actively work on.

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Posted

I would definitely love to LOOT functionality enhanced/improved.  I use MO with FO:NV and i get a LOOT report when i hit [sORT], so i have a better idea of what's going on.  I really miss that with Skyrim.

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