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utility load order

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#226 Freso

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Posted 27 January 2016 - 09:55 PM

Error
Error code: 12; Failed to update the masterlist. Details: An error occurred while trying to update the masterlist. This could be due to a server-side error. Try again in a few minutes.

[…]

links to GitHub seems to be down for maintenance....can I proceed or I need to wait until they are back up... The last LOT I did before I lost connection was prior to step 2.N.


Yeah, GitHub was down and is just now coming back up again: https://status.github.com/

The masterlists are fetched from GitHub, so when GitHub is down, people can't update their LOOT masterlist (or BOSS masterlists, for that manner). As TechAngel85 said, you're probably fine. I doubt anything critical has made it into the masterlist in the time between you took any S.T.E.P. step and until your reached the "run LOOT" one. Happy playing. :)
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#227 mcshame

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Posted 14 February 2016 - 07:53 PM

Sorry, I found a fix to my issue....please disregard


Edited by mcshame, 14 February 2016 - 07:56 PM.

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#228 pStyl3

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Posted 21 May 2016 - 02:03 PM

wrinklyninja released LOOT 0.9.0 ::):


Fixes
  • Redate Plugins attempted to redate plugins that were missing, causing an error.
  • LOOT would not launch when run by a user with a non-ASCII local application data path.
  • Sorting processed priority value inheritance throughout the load order incorrectly, leading to some plugins being positioned incorrectly.
  • The conflict filter displayed only the target plugin when enabled for the first time in a session.
  • The behaviour of the search functionality was inconsistent.
  • Duplicate messages could be displayed under certain circumstances.
  • Opening the metadata editor for one plugin displayed the metadata for another plugin under certain circumstances.
  • Changing the current game quickly could leave the UI unresponsive.
  • Applying a filter then scrolling the plugin card list would display some cards with no content.
  • Plugin cards would disappearing when jumping to a plugin card near the bottom of the load order using the sidebar.
  • Clicking on a disabled element in a dropdown menu would cause the menu to close.
  • The UI font size was too large, due to a misunderstanding of the Material Design guidelines.
  • Attempting to build native Linux and 64-bit executables produced errors. Such builds are unsupported and no official builds are planned.
Additions
  • Support for Fallout 4.
  • A warning message is displayed in the General Information card if the user has not sorted their load order in the current LOOT session.
  • An error message is displayed in the General Information card when a cyclic interaction sorting error is encountered, and remains there until sorting is next attempted.
Changes
  • Improve sorting performance by only reading the header when loading game's main master file.
  • References to "BSAs" have been replaced with the more generic "Archives" as Fallout 4's BSA equivalents use a different file extension.
  • The sorting process now recognises when the sorted load order is identical to the existing load order and informs the user, avoiding unnecessary filesystem interaction.
  • The metadata editor has been reimplemented as a single resizeable panel displayed below the plugin card list instead of a separate editor for each plugin card.
  • Editable table styling has been improved to more closely align to the Material Design guidelines.
  • Minor UI changes have been made to scrollbar and focus outline styling to improve accessibility.
  • UI interaction performance has been improved, especially when scrolling the plugin card list.
  • The PayPal donation link now points to the PayPal.Me service, which has a more polished UX and lower fees.
  • LOOT's settings file handling has been reimplemented, fixing crashes due to invalid settings values and allowing missing settings to use their default values.
  • Plugin version string extraction has been reimplemented, improving its accuracy and maintainability.
  • Plugin CRC, file and version condition evaluation has been optimised to use cached data where it exists, avoiding unnecessary filesystem interaction.
  • The French and Danish translations have been updated.
  • The installer now only creates one shortcut for LOOT in the Start menu, following Microsoft guidelines.
  • A lot of code has been refactored and improved to increase its quality.
  • The Boost (1.60), CEF (3.2623.1401.gb90a3be), libespm (2.5.2), libgit2 (0.24.1), libloadorder (9.3.0) and Polymer (1.4) dependencies have been updated to the versions given in brackets.

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#229 Nebulous112

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Posted 23 June 2016 - 09:06 PM

wrinklyninja has updated LOOT to v0.9.1. Link.

 

Changes:

  • Removed support for Windows Vista.
  • Added support for Fallout 4's Contraptions Workshop DLC, and the upcoming Vault-Tec Workshop and Nuka-World DLC. Support for the latter two is based on their probable but unconfirmed plugin names, which may be subject to change.
  • Fixed user dirty metadata being read-only in the metadata editor.
  • Fixed LOOT incorrectly reading a tag with no name from plugin descriptions containing {{BASH:}}.
  • The content refresh menu item is now disabled during sorting.
  • The conflicts filter toggle buttons have been removed from the plugin card menus, and the filter re-implemented as a dropdown menu of plugin names in the Filters sidebar tab.
  • Enabling the conflicts filter now scrolls to the target plugin, which is no longer highlighted with a blue border.
  • The layout of the Filters sidebar tab has been improved.
  • The CEF (3.2704.1427.g95055fe), and libloadorder (9.4.0) dependencies have been updated to the versions given in brackets.
  • Some code has been refactored to improve its quality.


#230 Nebulous112

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Posted 03 August 2016 - 01:09 PM

LOOT updated to v0.9.2. Thanks, Wrinkly!

https://github.com/l...eases/tag/0.9.2

Changelog:

- Fixed error when applying filters on startup.
- Fixed hidden plugin and message counters not updating correctly after sorting.
- Fixed an error occurring when the user's temporary files directory didn't exist and updating the masterlist tried to create a directory there.
- Fixed the installer failing if LOOT was previously installed on a drive that no longer exists. The installer now always gives the option to change the default install path it selects.
- Fixed startup errors being reported incorrectly and causing additional errors that prevented the user from being informed of the original issue.
- Fixed the metadata editor's CRC input field being too short to fully display its validation error message.
Fixed errors when reading some Oblivion plugins during sorting, including the official DLC.
- Fixed some cases where LOOT would fail to start.
- Fixed the conflict filter not including the Unofficial Skyrim Legendary Edition Patch's plugin (and any other plugin that overrides a very large number of records) in results.
- Fixed the "not sorted" message reappearing if the load order was sorted twice in one session and cancelled the second time.
- Fixed version numbers where a digit was immediately followed by a letter not being detected.
- Theming support and the dark theme have been reimplemented and reintroduced.
Plugin filename and Bash Tag name fields will now autocomplete in the metadata editor.
- The in-game load order indices of active plugins are now displayed in the sidebar.
- Most URLs now use HTTPS.
- The Danish and French translations have been updated.
- The CEF (3.2743.1442.ge29124d), libespm (2.5.5), Polymer (1.6.0) and Pseudosem (1.1.0) dependencies have been updated to the versions given in brackets.

#231 aba42

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Posted 12 November 2016 - 01:05 PM

Please excuse my interruption.  I know I've seen something about this before, but I've checked the STEP 2292 Guide for both mods, and searched for an answer.  When I attempt to use LOOT to sort my mod order, I get the following error:

 

Failed to sort plugins.  Details:  cyclic interaction detected between plugins "Complete Crafting Overhaul_Remade.esp" and "aMidianBorn_ContentAddon.esp".  Back cycle:  aMidianBorn_ContentAddon.esp, Complete crafting Overhaul_Remade.esp"

 

CCOR loads before aMBCA.  I THOUGHT I'd seen a Meta Rule about those two before, but I'll be danged if I can find it now.  Can anyone help me out, please?  Thanks!  Allen

 

I checked the MetaData cor CCOR and it says to load AFTER aMBCA, but CCOR's an ESM and aMBCA is an esp?  Am I missing something?  I don't know how that MetaRule got in there, as I did not put it in, did it come with LOOT?


Edited by aba42, 12 November 2016 - 01:10 PM.

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#232 aba42

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Posted 12 November 2016 - 01:43 PM

FWIW, I have run both Wrye Bash and Dual Sheath Redux without errors, so the Wrye Bash didn't fix it, either.


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#233 TechAngel85

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Posted 12 November 2016 - 01:44 PM

I've never gotten nor seen that error, and they sort just fine for me. I don't believe there are any rules for the two in the Guide, either. Tis an enigma. I'm at work so I can't be of much help atm.

#234 aba42

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Posted 12 November 2016 - 02:25 PM

No problem.  I wonder what would happen if I just delete the Metarule that says that CCOR should load after aMidianBorn_ContentAddOn.  *I* didn't put it in there, it was in there when I looked at it in LOOT (using 0.9.2, as I could NOT get 10.0 to work for me).


Huh, I cannot delete it (it's greyed out!).  There are three such greyed-out "Load After" statements for CCOR:

 

aMidianBorn_ContentAdd...

Clothing & Clutter Fixes.esp

Weapons & Armor Fixes_R..

 

and I didn't put ANY of those three MetaRules in there.

 

And, no, I don't find a meta rule either, other than a mention that WryeBash MUST be used when you install aMBCA "later on" in the Guide, or NPCs show up *gasp* NUDE!  So, I thought, MAYBE WryeBash could fix it, but it didin't.


Edited by aba42, 12 November 2016 - 02:36 PM.

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#235 aba42

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Posted 12 November 2016 - 05:13 PM

I think I need a nap.  I had merged some mods earlier, then had to rebuild some navemeshes.  For this specific merge, Complete Crafting Overhaul_Remade was a master, so I had to add an ESM flag to it prior to loading into CK.  I forgot to remove the ESM flag from CCOR after rebuidling the NavMeshes, so CCOR was out of load order with respect to aMidianBorn_ContentAddOn.  Ugh!  My simple mistake...as usual!  Thanks!  Allen


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#236 TechAngel85

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Posted 12 November 2016 - 07:09 PM

No, problem! Glad you got it figured out!

#237 Zadien

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Posted 12 November 2016 - 10:14 PM

I'm having a problem changing the priority of plugins. When I try to set them as per the guide, I can't save the change. It only allows me to set a value 127 or below for priority.


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#238 CleverIdiot

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Posted 17 November 2016 - 04:01 AM

I'm having a problem changing the priority of plugins. When I try to set them as per the guide, I can't save the change. It only allows me to set a value 127 or below for priority.

Seems like LOOT updated their metadata syntax which broke the old one. If you take a look at the new syntax, values are between -127 and 127. I assume the meta rule instructions for STEP would probably have to be updated.


Edited by CleverIdiot, 17 November 2016 - 04:05 AM.

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#239 Helidoc

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Posted 19 November 2016 - 04:06 PM

Seems like LOOT updated their metadata syntax which broke the old one. If you take a look at the new syntax, values are between -127 and 127. I assume the meta rule instructions for STEP would probably have to be updated

I ended up dropping the zero's from the rules to get it to work for now 960000 is 96 970000 is 97 I know that is a dirty fix but until the STEP guide gets updated for the new loot thats about all I could do.


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