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Contents
What does loot do for mods?
LOOT is a plugin load order optimiser for TES IV: Oblivion, TES V: Skyrim, Fallout 3 and Fallout: New Vegas. It is designed to assist mod users in avoiding detrimental conflicts, by automatically calculating a load order that satisfies all plugin dependencies and maximises each plugin’s impact on the user’s game.
Is it necessary to clean mods?
Cleaning mods gets rid of identical Master File records and deletes dirty edits which can reduce/eliminate CTD’s by getting rid of files that the game doesn’t need, this is most useful after modding the game and after removing mods, in many cases you don’t notice any big differences especially with Skyrim being the …
How do you clean vape mods?
- Remove wicks from coils.
- Dry burn your coils lightly (don’t let them glow too much)
- Remove atomizer from your mod.
- Place under running water.
- Brush them lightly with a toothbrush or a coil cleaning tool.
- Rinse once again.
What are dirty edits?
Dirty edits are often a side-effect of mod creation, and are often due to bugs in the utilities Bethesda has provided to create mods, rather than bad practice by mod authors. Dirty edits can cause a wide range of issues, including incorrect game settings, missing content, broken quests and crashing to desktop.
What does loot do in Minecraft?
Looting is an enchantment for swords that can cause mobs to drop more items and increase the chances of rare drops.
Should Inigo be cleaned?
Inigo does not require cleaning.”
What does quick auto clean do?
The main difference between Quick Clean and Quick Auto Clean is that Quick Clean prompts you to save the file when closing xEdit after the cleaning process finishes. Both Quick Clean and Quick Auto Clean run through the cleaning process more than once.
Should I clean Unofficial Skyrim Patch?
All of the unofficial patch mods have been cleaned using the latest available version of TES5Edit. You do not need to clean them yourselves.
How do you clean a copper mechanical mod?
You can use alcohol wipes or an eraser to clean the dirt and grime. Then, polish it using isopropyl alcohol. You can also use polish, especially for brass and copper mech mods. Wear your gloves, then apply a small amount of polish to the cloth.
How do you clean a vape firing pin?
Clean the Firing pin by dipping a paper towel into hot water. Carefully rotate the hot towel around the middle area, rubbing the grime away.
LOOT: Dirty Edits, Mod Cleaning & CRCs
- Article author: loot.github.io
- Reviews from users: 25699 Ratings
- Top rated: 3.3
- Lowest rated: 1
- Summary of article content: Articles about LOOT: Dirty Edits, Mod Cleaning & CRCs Thankfully there is a way to remove dirty edits from mods relatively easily, a process known as mod cleaning, using TES4Edit, FO3Edit, FNVEdit, TES5Edit, … …
- Most searched keywords: Whether you are looking for LOOT: Dirty Edits, Mod Cleaning & CRCs Thankfully there is a way to remove dirty edits from mods relatively easily, a process known as mod cleaning, using TES4Edit, FO3Edit, FNVEdit, TES5Edit, …
- Table of Contents:
xEdit || How to Clean Mods & DLC || Tutorial Tuesday – YouTube
- Article author: www.youtube.com
- Reviews from users: 28209 Ratings
- Top rated: 3.2
- Lowest rated: 1
- Summary of article content: Articles about xEdit || How to Clean Mods & DLC || Tutorial Tuesday – YouTube Updating …
- Most searched keywords: Whether you are looking for xEdit || How to Clean Mods & DLC || Tutorial Tuesday – YouTube Updating ⚙️ Playlist | How to Use xEdit | http://bit.ly/HowToUseXEdit⚙️ Tutorial in Text | https://moddingmyway.com/xedit/💓 Patreon | Help Me Continue | http://bit.l…GamerPoets, xedit, clean mods, how to, dawnguard, cleaning skyrim, tes5edit, fo4edit, sseedit, tes4edit, tes3edit, fo3edit, fnvedit, fo76edit
- Table of Contents:
A begginers guide to using LOOT to organise your mods (Fallout / Elder Scrolls) | TUTORIAL – YouTube
- Article author: www.youtube.com
- Reviews from users: 41510 Ratings
- Top rated: 4.8
- Lowest rated: 1
- Summary of article content: Articles about A begginers guide to using LOOT to organise your mods (Fallout / Elder Scrolls) | TUTORIAL – YouTube Updating …
- Most searched keywords: Whether you are looking for A begginers guide to using LOOT to organise your mods (Fallout / Elder Scrolls) | TUTORIAL – YouTube Updating Load Order Optimization ToolLOOT: https://loot.github.io/Don’t hesitate to pause the video as we work along side each other. If you get stuck please let me k…Tutorial, LOOT, Load Order Optimisation Tool, Fallout 4, Skyrim, Modding, Guide
- Table of Contents:
LOOT Readme
- Article author: loot.github.io
- Reviews from users: 291 Ratings
- Top rated: 4.2
- Lowest rated: 1
- Summary of article content: Articles about LOOT Readme Updating …
- Most searched keywords: Whether you are looking for LOOT Readme Updating
- Table of Contents:
Contents
Introduction
Installation & Uninstallation
Using LOOT
Contributing & Support
Credits
License
Version History
What’s the point of cleaning mods/dlc? :: The Elder Scrolls V: Skyrim General Discussions
- Article author: steamcommunity.com
- Reviews from users: 21876 Ratings
- Top rated: 4.0
- Lowest rated: 1
- Summary of article content: Articles about What’s the point of cleaning mods/dlc? :: The Elder Scrolls V: Skyrim General Discussions Updating …
- Most searched keywords: Whether you are looking for What’s the point of cleaning mods/dlc? :: The Elder Scrolls V: Skyrim General Discussions Updating I clean my mods/dlc because people tell me to, and I find it pretty fun to clean them. I’m just curious, what does cleaning mods do? Do the ITM records make skyrim laggy/casul?
- Table of Contents:
Error 403 (Forbidden)
- Article author: www.quora.com
- Reviews from users: 4969 Ratings
- Top rated: 3.4
- Lowest rated: 1
- Summary of article content: Articles about Error 403 (Forbidden) You’ll find two exe’s. Click the one that’s named “ xEditQuickAutoClean.exe”. Unmark all mods, just tick the box of ONE mod that needs cleaning. Click okay. …
- Most searched keywords: Whether you are looking for Error 403 (Forbidden) You’ll find two exe’s. Click the one that’s named “ xEditQuickAutoClean.exe”. Unmark all mods, just tick the box of ONE mod that needs cleaning. Click okay.
- Table of Contents:
How do you clean with loot? – Rankiing Wiki : Facts, Films, Séries, Animes Streaming & entertainment
- Article author: wiki.rankiing.net
- Reviews from users: 25771 Ratings
- Top rated: 4.0
- Lowest rated: 1
- Summary of article content: Articles about How do you clean with loot? – Rankiing Wiki : Facts, Films, Séries, Animes Streaming & entertainment Should I use loot Fallout 4? LOOT is useful, but players who are substantially modding their game should get to know how the load order affects the game. …
- Most searched keywords: Whether you are looking for How do you clean with loot? – Rankiing Wiki : Facts, Films, Séries, Animes Streaming & entertainment Should I use loot Fallout 4? LOOT is useful, but players who are substantially modding their game should get to know how the load order affects the game. Should I use loot Fallout 4? LOOT is useful, but players who are substantially modding their game should get to know how the load order affects the game
- Table of Contents:
What is ITM in loot
How do you run loot in Skyrim
How do you clean dirty mods in Oblivion
How do I use loot in Fallout 3
how to clean with fnvedit? – [Answer] 2022
- Article author: deletingsolutions.com
- Reviews from users: 8501 Ratings
- Top rated: 4.2
- Lowest rated: 1
- Summary of article content: Articles about how to clean with fnvedit? – [Answer] 2022 Loot Mod Organizer is a tool used to manage mods for the game “Fallout 4.” It allows you to easily install, uninstall, and configure mods. To use Loot Mod … …
- Most searched keywords: Whether you are looking for how to clean with fnvedit? – [Answer] 2022 Loot Mod Organizer is a tool used to manage mods for the game “Fallout 4.” It allows you to easily install, uninstall, and configure mods. To use Loot Mod … You can learn here how to clean with fnvedit? without any issues
- Table of Contents:
xEdit How to Clean Mods & DLC Tutorial Tuesday
Mod Organizer for Fallout New Vegas #11 – FNVedit Basics
LOOT – Load Order Optimisation Tool at Skyrim Special Edition Nexus – Mods and Community
- Article author: www.nexusmods.com
- Reviews from users: 18494 Ratings
- Top rated: 4.0
- Lowest rated: 1
- Summary of article content: Articles about LOOT – Load Order Optimisation Tool at Skyrim Special Edition Nexus – Mods and Community Information on dirty plugins is very welcome in the form of Quick Auto Clean reports (QAC) from xEdit. In addition to the QAC report we also … …
- Most searched keywords: Whether you are looking for LOOT – Load Order Optimisation Tool at Skyrim Special Edition Nexus – Mods and Community Information on dirty plugins is very welcome in the form of Quick Auto Clean reports (QAC) from xEdit. In addition to the QAC report we also … Setting the right load order for your mods is a crucial step to enjoying a stable modded game. The Load Order Optimisation Tool (LOOT) can help with that, by providing automated load order sorting tha
- Table of Contents:
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Mods of the month
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LOOT: Dirty Edits, Mod Cleaning & CRCs
Dirty edits are often a side-effect of mod creation, and are often due to bugs in the utilities Bethesda has provided to create mods, rather than bad practice by mod authors. Dirty edits can cause a wide range of issues, including incorrect game settings, missing content, broken quests and crashing to desktop. The more dirty edits there are in a mod, and the more mods with dirty edits you use, the more likely you are to experience issues.
Thankfully there is a way to remove dirty edits from mods relatively easily, a process known as mod cleaning, using TES4Edit, FO3Edit, FNVEdit, TES5Edit, FO4Edit or SSEEdit (for Oblivion, Fallout 3, Fallout: New Vegas, Skyrim, Fallout 4 and Skyrim: Special Edition respectively). Detailed instructions and information on mod cleaning are available at xEdit’s cleaning guide.
The problem of dirty edits is largely a problem of ignorance on the part of mod authors and users alike of the problems dirty mods can cause. As such, there are community efforts to raise awareness of dirty edits and cleaning. LOOT plays a key role in these efforts, as it holds the complete list of all known dirty mods (as does BOSS), and it uses this information to provide notification messages to users for any dirty mods they have installed.
LOOT identifies and describes unclean plugins using four key pieces of information. They are:
CRC value: CRC values are a highly accurate way of identifying files based on their contents, as if the contents change, so does the CRC value. LOOT identifies an unclean plugin by comparing the installed plugin’s CRC value against the CRC values for known unclean versions of that plugin. Although it’s a lot faster than actually checking for dirty edits in the plugin, this identification method has a few limitations:
value: CRC values are a highly accurate way of identifying files based on their contents, as if the contents change, so does the CRC value. LOOT identifies an unclean plugin by comparing the installed plugin’s CRC value against the CRC values for known unclean versions of that plugin. Although it’s a lot faster than actually checking for dirty edits in the plugin, this identification method has a few limitations: it can’t detect unknown unclean plugins,
it can’t detect plugins that have been edited but not cleaned,
it may report false positives for ITM records when a plugin is used with different versions (most commonly different localisations) of its dependencies than those it was created with.
ITM Count: ITM records are a type of dirty edit where a mod has overwritten something in the game without actually changing anything. If another mod higher up in the load order makes an intentional change to that thing, it will have its effect cancelled out by the ITM record, which can cause problems. The ITM count is the number of ITM records found and corrected in the mod plugin.
Count: ITM records are a type of dirty edit where a mod has overwritten something in the game without actually changing anything. If another mod higher up in the load order makes an intentional change to that thing, it will have its effect cancelled out by the ITM record, which can cause problems. The ITM count is the number of ITM records found and corrected in the mod plugin. Deleted Reference Count: Deleted references are a significant cause of crashes and game bugs. They can be fixed by undeleting and disabling the references, which has the same effect without causing issues. The deleted reference count is equivalent to the UDR count, which is the number of deleted references that have been fixed, and the two terms are used interchangeably in many places.
count, which is the number of deleted references that have been fixed, and the two terms are used interchangeably in many places. Deleted Navmesh Count: Like deleting records, deleting navmeshes can cause crashes. However, these cannot be automatically corrected, and require manual cleaning. Navmeshes don’t exist in Oblivion, so this information doesn’t apply.
In addition to the above, there is another type of dirty edit known as a wild edit. These are any edit that is unrelated to the purpose of the mod, and so provide unnecessary opportunity for conflicts with other mods that do need to change the same thing. It can be difficult to tell if an edit is a wild edit, and so they cannot be automatically cleaned. LOOT can still notify users of wild edits and link to information on fixing them if the CRCs of plugins with wild edits are reported, along with details on what needs cleaning.
LOOT and the modding communities rely on user contribution of this information to progress. If you find that a mod contains dirty edits, you should also report this to the mod’s author so that they can fix it.
Note: TES4Edit et al. will include a variety of junk records in the ITM count for a plugin, such as new empty cells that are automatically generated and are almost impossible to remove. These junk records are non-harmful, and LOOT may inform users when a mod contains these and no true ITMs to avoid confusion.
LOOT Readme
LOOT
Contents
Introduction
LOOT is a plugin load order optimiser for TES IV: Oblivion, TES V: Skyrim, Fallout 3 and Fallout: New Vegas. It is designed to assist mod users in avoiding detrimental conflicts, by automatically calculating a load order that satisfies all plugin dependencies and maximises each plugin’s impact on the user’s game.
LOOT also provides some load order error checking, including checks for requirements, incompatibilities and cyclic dependencies. In addition, it provides a large number of plugin-specific usage notes, bug warnings and Bash Tag suggestions for Wrye Bash.
While LOOT is able to calculate correct load order positions for the vast majority of plugins using only their content, it cannot do so for all plugins. As such, LOOT provides a mechanism for supplying additional plugin metadata so that it may sort them correctly. An online masterlist is provided to supply metadata for many plugins that need it, while users can make their own metadata additions, which are saved in their userlist.
LOOT is intended to make using mods easier, and mod users should still possess a working knowledge of mod load ordering. See Introduction To Load Orders for an overview.
Installation & Uninstallation
LOOT does not support Windows XP or earlier.
LOOT can be installed either using its automated installer or manually. To install LOOT manually, extract the downloaded archive to a location of your choice.
If LOOT was installed using the installer, then use the uninstaller linked to in the Start Menu to uninstall LOOT. If LOOT was installed manually:
Delete the files you extracted from the location you chose. Delete the LOOT folder in your local application data folder, which can be accessed by entering %LOCALAPPDATA% into Windows’ File Explorer.
Using LOOT
Initialisation
When LOOT is run, it will attempt to detect which of the supported games are installed. If a default game has been set, LOOT will run for it, otherwise it will run for the same game as it last ran for. If the relevant game cannot be detected, or if there is no record of the last game LOOT ran for, it will run for the first detected game.
LOOT can also be launched with the –game=
command line parameter to set the game to run for. If the supplied game folder name is valid, the default and last game values are ignored. The default folder names are Oblivion , Skyrim , Fallout3 and FalloutNV . If LOOT cannot detect any supported game installs, it will immediately open the Settings dialog. There you can edit LOOT’s settings to provide a path to a supported game, after which you can select it from the game menu.
Once a game has been set, LOOT will scan its plugins and load the game’s masterlist, if one is present. The plugins and any metadata they have are then listed in their current load order.
If LOOT detects that it is the first time you have run that version of LOOT, it will display a First-Time Tips dialog, which provides some information about the user interface that may not be immediately obvious.
The Header Bar
LOOT’s header bar, divided into sidebar and panel areas. The sidebar area contains the plugins and filters tabs. From left to right in the panel area are the Jump To General Information button, the game menu, and the sorting, masterlist update and main menu buttons. The game menu, masterlist update button and sorting button have been disabled, as a plugin metadata editor is open.
The header bar provides access to LOOT’s main features. Most of these features get disabled while there is at least one plugin editor open, so if you’re trying to use an option that is faded out, first close any editors you have open.
Game Menu
LOOT’s active game can be changed by clicking on it in the header bar, and selecting another game from the menu that is displayed. Games that have no install detected are disabled have their menu items disabled.
The masterlist update process updates the active game’s masterlist to the latest revision at the location given by the game’s masterlist repository settings. If the latest revision contains errors, LOOT will roll back to the latest revision that works.
By default, sorting first updates the masterlist. LOOT then calculates a load order for your plugins, using their internal data and any metadata they may have. If a cyclic interaction is detected (eg. A depends on B depends on A), then sorting will fail.
Once LOOT has calculated a load order, the plugin cards are sorted into that order. The masterlist update and sorting buttons are replaced with Apply and Cancel buttons, which apply and discard the calculated load order respectively. Changing games is disabled until the calculated load order is applied or discarded.
LOOT is able to sort plugins ghosted by Wrye Bash, and can extract Bash Tags and version numbers from plugin descriptions. Provided that they have the Filter Bash Tag present in their description, LOOT can recognise filter patches and so avoid displaying unnecessary error messages for any of their masters that may be missing.
Any errors encountered during sorting or masterlist update will be displayed on the General Information card.
Search
The search toolbar is displayed by clicking the search icon in the header bar, or using the Ctrl-F keyboard shortcut. It may be closed using the close button at the right of the toolbar.
Searching is performed as-you-type, or when the Enter key is pressed. All content visible on the front of plugin cards is searched, so the results may be affected by any filters you have active.
The plugin card list will be scrolled to the first card that contains a match. Matches may be scrolled between using the up and down chevron buttons, and the current match and the number of matches are displayed between them and the search input.
Main Menu
A few items in the main menu are not self-explanatory:
Redate Plugins is provided so that Skyrim modders may set the load order for the Creation Kit. It is only enabled for Skyrim, and changes the timestamps of the plugins in its Data folder to match their current load order. A side effect of changing the timestamps is that any Steam Workshop mods installed will be re-downloaded.
is provided so that Skyrim modders may set the load order for the Creation Kit. It is only enabled for Skyrim, and changes the timestamps of the plugins in its Data folder to match their current load order. A side effect of changing the timestamps is that any Steam Workshop mods installed will be re-downloaded. Copy Load Order copies the displayed list of plugins and the decimal and hexadecimal indices of active plugins.
copies the displayed list of plugins and the decimal and hexadecimal indices of active plugins. Copy Content copies the data displayed in LOOT’s cards as YAML-formatted text.
copies the data displayed in LOOT’s cards as YAML-formatted text. Refresh Content re-scans the installed plugins’ headers and regenerates the content LOOT displays. This can be useful if you have made changes to your installed plugins while LOOT was open. Refreshing content will also discard any CRCs that were previously calculated, as they may have changed.
Plugin Cards & Sidebar Items
Examples of plugin cards.
Each plugin is displayed on its own card , which displays all the information LOOT has for that plugin, and provides access to plugin-specific functionality, including its metadata editor. Each plugin also has an item in the sidebar’s Plugins tab. The sidebar item contains the plugin’s name and icons for plugins that load BSAs or have user metadata. Clicking on a plugin’s sidebar item will jump to its card, while double-clicking will jump to its card and open its metadata editor.
The plugin card’s header holds the following information, some of which is only displayed if applicable:
The Active Plugin icon. The plugin name. The plugin’s version number, extracted from its description field. The plugin’s CRC , which can be used to uniquely identify it. CRCs are only displayed after they have been calculated during conflict filtering or sorting. The Master File icon. The Empty Plugin icon. The Loads BSA icon. The Has User Metadata icon. The plugin menu button, which provides access to a few plugin-specific features, including a conflict filter and access to its metadata editor. These are explained in later sections.
Bash Tag suggestions and messages are displayed below the plugin card’s header.
If LOOT suggests any Bash Tags to be added, they will be displayed in green text, while any Bash Tags to be removed will be displayed in red text. For completeness, the list of Bash Tags to add will include any Bash Tags that are already specified in the plugin’s description field. Users generally don’t need to do anything with this information, as if they’re using Wrye Bash it will automatically apply LOOT’s suggestions, and if they’re not using Wrye Bash then this information doesn’t apply.
LOOT’s plugin messages are a valuable resource, acting as a means of providing users with information that they might otherwise not obtain. It is important for a stable, healthy game that you act on any messages that require action. If you think a message suggests an unnecessary action, report it to an official LOOT thread. If you encounter a message that is non-conditional, ie. it suggests an action but is still displayed on subsequent runs of LOOT after the action has been carried out, also report it to an official LOOT thread, so that it can be made conditional.
Filters
Clicking the Filters tab in the sidebar will replace the sidebar’s plugin list with a list of filter toggles that can be applied to hide various combinations of plugins and other content. The available filter toggles are:
Hide version numbers : Hides the version numbers displayed in blue next to those plugins that provide them.
: Hides the version numbers displayed in blue next to those plugins that provide them. Hide CRCs : Hides the CRCs displayed in orange next to those plugins that provide them.
: Hides the CRCs displayed in orange next to those plugins that provide them. Hide Bash Tags : Hides all Bash Tag suggestions.
: Hides all Bash Tag suggestions. Hide notes : Hides all plugin messages that have the Note: prefix, or the equivalent text for the language selected in LOOT’s settings.
: Hides all plugin messages that have the prefix, or the equivalent text for the language selected in LOOT’s settings. Hide ‘Do not clean’ messages : Hides all messages that contain the text Do not clean , or the equivalent text for the language selected in LOOT’s settings.
: Hides all messages that contain the text , or the equivalent text for the language selected in LOOT’s settings. Hide all plugin messages : Hides all plugin messages.
: Hides all plugin messages. Hide inactive plugins : Hides all plugins that are inactive.
: Hides all plugins that are inactive. Hide messageless plugins: Hides all plugins that have no visible messages.
The filter toggles have their states saved on quitting LOOT, and they are restored when LOOT is next launched. There are also two other filters:
A content filter, located beneath the filter toggles in the Filters sidebar tab. This hides any plugins that don’t have the filter input value present in any of the following: Filename Version CRC value Bash Tag suggestions Messages
sidebar tab. This hides any plugins that don’t have the filter input value present in any of the following: A conflict filter that can be accessed through each plugin’s menu. This filters the plugin cards displayed so that only plugins which conflict with this plugin will be visible. If this plugin loads a BSA, other plugins that load BSAs which may contain conflicting resources are also displayed. Only one plugin’s conflict filter can be active at any one time, so activating a second conflict filter will deactivate the first. The plugin for which the filter is currently active has its card highlighted. Sorting with a conflict filter active will first deactivate it.
Editing Plugin Metadata
A metadata editor panel.
LOOT uses metadata to supply plugins with messages and Bash Tag suggestions, and to help it sort plugins that it can’t otherwise sort correctly. Users can add to their plugins’ metadata through each plugin’s metadata editor panel, and plugins with user metadata are indicated with a Has User Metadata icon.
A plugin’s editor panel is accessed by clicking the Edit Metadata item in the plugin’s menu. Multiple plugins can have their editor panels open at once. While at least one editor panel is open, the plugin sidebar also displays any non-zero plugin priorities, to aid setting new priority values.
The editor’s header bar is similar to the header on the front of the plugin card, minus the Has User Metadata icon, and with the addition of Apply and Cancel icon buttons and a row of tabs. The Main tab contains the following inputs:
The Enable Edits toggle must be on for LOOT to use any user-added metadata, otherwise it will be ignored.
toggle must be on for LOOT to use any user-added metadata, otherwise it will be ignored. The Global Priority toggle controls how LOOT compares plugin priorities. If off, the plugin’s priority will only be compared against plugins that conflict, and empty plugins. If on, the plugin’s priority will be compared against all plugins.
toggle controls how LOOT compares plugin priorities. If off, the plugin’s priority will only be compared against plugins that conflict, and empty plugins. If on, the plugin’s priority will be compared against all plugins. The Priority Value input sets the plugin’s priority value, which is used to modify plugin position relative to others. Plugins with higher priority values load after plugins with lower priority values. Plugins have a default priority of 0.
The other tabs contain metadata tables, which are detailed below. New rows can be added, and existing user-added rows can be removed, though rows containing metadata from the masterlist cannot. The Load After, Requirements and Incompatibilities tables can have rows added by dragging and dropping plugins from the sidebar into the table area.
Table Description Load After This is a list of plugins which, if present, the current plugin must load after, but which are not required. This metadata can be used for resolving specific compatibility issues. Each entry has three fields: The filename is the path, relative to the game’s Data folder, of the file to be checked for. This field is required.
is the path, relative to the game’s Data folder, of the file to be checked for. This field is required. The display name is optional, and if specified will be used instead of the filename in any error messages that are displayed if a problem is encountered relating to the file.
is optional, and if specified will be used instead of the in any error messages that are displayed if a problem is encountered relating to the file. The condition is the optional condition string that is used to determine if the file should be checked for. If left blank, the file will always be checked for. Condition strings are a relatively advanced part of LOOT’s functionality, and their syntax is covered in the Metadata Syntax documentation. Requirements This is a list of files that are required by the current plugin for it to function correctly. The current plugin will be loaded after any plugins listed. LOOT will also display an error message if any of the listed files are missing. Any file, not just plugins, can be listed here, and each entry has the same three fields as for the load after table. Note that listing a plugin’s masters as requirements is unnecessary, as LOOT already checks them. Incompatibilities This is a list of files that are incompatible with the plugin. LOOT will display an error message if any of the listed files are found. Any file, not just plugins, can be listed here, and each entry has the same three fields as for the load after table. Messages A list of messages that are to be displayed for the plugin in LOOT’s report. These have no bearing on a plugin’s position in the load order. Each message has four fields: The type is fairly self-explanatory, and is used to provide messages of varying severity with appropriate emphasis in LOOT’s report.
is fairly self-explanatory, and is used to provide messages of varying severity with appropriate emphasis in LOOT’s report. The content is the actual message text.
is the actual message text. The condition is, like for the corresponding file field, used to determine if the message should be displayed. If left blank, the message is displayed.
is, like for the corresponding file field, used to determine if the message should be displayed. If left blank, the message is displayed. The language is the language LOOT runs in that the message will be displayed for. This field has no effect for user-added messages, as they cannot contain multiple localisations, and LOOT will always display messages that have only one localisation, even if it doesn’t match the current language. If a message’s condition determines that it should not be displayed, then it will not be displayed, no matter the language. However, if a message’s condition determines that it should be displayed, but the language is specified and doesn’t match the language LOOT is running in, the message will not be displayed. Bash Tags A list of Bash Tags. These are used by Wrye Bash when generating a Bashed Patch, and are detailed in Wrye Bash’s readme. LOOT’s metadata includes Bash Tag addition and removal suggestions, and any Bash Tags that came with the plugin are also displayed. As LOOT can suggest Bash Tags be added or removed, it is possible for the same Tag to appear twice, being suggested for addition and removal. In such cases, removal overrides addition. Each Bash Tag has three fields: The state determines whether the Tag is to be suggested for addition or removal.
determines whether the Tag is to be suggested for addition or removal. The name is the actual Bash Tag name.
is the actual Bash Tag name. The condition decides if the Tag is to be suggested or not. It functions as for files and messages. If a plugin’s masters are missing, an error message will be displayed for it. Filter patches are special mods designed for use with a Bashed Patch that do not require all their masters to be present, and so any plugin with the Filter tag applied and missing masters will not cause any errors to be displayed. Dirty Info A list of dirty plugin CRCs and related information. Each row has five fields: The CRC of the dirty plugin.
of the dirty plugin. The ITM Count for the dirty plugin.
for the dirty plugin. The number of Deleted References that the dirty plugin contains.
that the dirty plugin contains. The number of Deleted Navmeshes that the dirty plugin contains.
that the dirty plugin contains. The name of the Cleaning Utility to use to clean the dirty plugin. LOOT uses the information supplied to construct a warning message for the plugin if it matches any of the given CRCs. Locations A list of URLs that the mod to which the plugin belongs can be found at. This metadata is not currently used by LOOT, but it may be useful to record it. Each location has two fields: The URL at which the plugin’s parent mod can be found.
at which the plugin’s parent mod can be found. The Version which can be found at the given URL.
Editing Settings
LOOT’s settings dialog.
LOOT’s settings may be accessed by clicking Settings button in LOOT’s menu bar. The settings are detailed in the table below.
Setting Description Default Game If set to something other than Autodetect , this overrides game autodetection. If the game specified is not detected, LOOT falls back to autodetection. Language Controls the language LOOT uses. Any plugin messages that do not have translations in the selected language will be displayed in English, if available, or in their available language otherwise. Enable Debug Logging If enabled, writes debug output to %LOCALAPPDATA%\LOOT\LOOTDebugLog.txt . Debug logging can have a noticeable impact on performance, so it is off by default. If checked, LOOT will update its masterlist, should an update be available, before sorting plugins.
LOOT’s game-specific settings can be customised in the games table. New game profiles can be added, making it easy to use LOOT across multiple copies of a game, including total conversion mods. LOOT ships with settings for the Nehrim – At Fate’s Edge total conversion mod as an example. Game profiles can also be deleted, though the active game cannot have its profile deleted, and LOOT will recreate the profiles for the four base games it supports (Oblivion, Skyrim, Fallout 3, Fallout: New Vegas) when it is next run.
The game settings are explained in the table below.
Game Setting Description Name The name of the game, or another identifying text, that is displayed in menus and the LOOT’s title bar. Base Game Type Every game LOOT runs for must use the plugin file format and load order system of one of the following games: TES IV: Oblivion
TES V: Skyrim
Fallout 3
Fallout: New Vegas LOOT Folder Name The sub-folder which LOOT uses to store the game’s files in. Each game must be given a unique sub-folder. Master File The game’s main master file. This is specified as it must load before all other plugins. Note that Skyrim-based games will always load Skyrim.esm first, so this column must always be set to Skyrim.esm for such games. Masterlist Repository URL The URL of the repository that LOOT uses to update its local copy of the masterlist. If left empty, masterlist updating will be skipped.
Masterlist repositories are Git repositories that are configured to allow unauthenticated read access and contain a masterlist file named masterlist.yaml in their root directory. The LOOT team maintains a set of official repositories for the games that LOOT supports by default. Masterlist Repository Branch The branch of the masterlist repository that LOOT should get masterlist updates from. Install Path The path to the game’s folder, in which the Data folder lies. Either this or a registry key must be supplied. Install Path Registry Key The registry key, in HKEY_LOCAL_MACHINE , that contains the install path of the game. This is used to obtain the install path if LOOT has no previous record of the game’s install path, or LOOT’s stored install path is invalid. Either this or an install path must be supplied.
Contributing & Support
LOOT is very much a community project, and contributions from its users are very welcome, whether they be metadata, translations, code or anything else. The best way to contribute is to make changes yourself at GitHub! It’s the fastest way to get changes you want applied, and you’ll get your name automatically immortalised in our credits.
If you encounter an issue with LOOT, check the Frequently Asked Questions wiki page in case a solution is available there.
Otherwise, general discussion and support takes place in LOOT’s official forum thread, which is linked to on LOOT’s homepage.
If you want to submit metadata, the easiest way to do so is to add the metadata to your own LOOT install, then use the Copy Metadata feature to easily get it in a form that you can then edit into a masterlist on GitHub or post in the official forum threads.
Information on dirty plugins is very welcome, but for such information to be useful we require at least the filename and the CRC of the dirty plugin. The CRC may be calculated using Wrye Bash or 7-Zip, with other sources being unverified as correct. In the case of 7-Zip, the CRC checksum for data is the one required. In addition to the CRC, the number of records removed (the ITM count) and/or undeleted (the UDR count) are also welcome.
Credits
LOOT is developed by a team on GitHub, with contributions from users. A full list of GitHub contributors may be found here. A list of team members may be viewed on the project wiki. Unless otherwise noted, team members can be contacted on the Bethesda Softworks Forums or on The Nexus Forums via the private messaging system.
LOOT’s masterlists were largely converted from BOSS’s masterlists, and so credit is due to the very large number of sources and people who have contributed to them.
In addition, the following are credited with application-related support:
Original icon: jonwd7
Translations: Brazilian Portuguese: Kassane Chinese: bluesky404 Finnish: 3ventic French: Kaos German: lpradel Korean: SteamB23 Polish: Łukasz Niemczyk Russian: Tokc.D.K. Spanish: Sharlikran
Beta testing: Too many to list, thank you all!
LOOT is written in C/C++, HTML5, CSS3 and JavaScript, and uses the Alphanum, Boost, Jed, Jed Gettext Parser, libespm, libgit2, libloadorder, Marked, Polymer RequireJS and yaml-cpp libraries, and the Chromium Embedded Framework. Copyright license information for all these may be found here.
License
LOOT is distributed under the GNU General Public License v3.0, aside from the documentation, which is distributed under the GNU Free Documentation License v1.3. The full texts of the licenses are included with LOOT in the accompanying GNU GPL v3.txt and GNU FDL v1.3.txt files.
While the GPL license allows anyone to make derivative works of LOOT, the LOOT Team encourages those thinking of doing so to first discuss their reasoning for such an endeavour with the Team. It may be that what the derivative work would do differently is already planned for a future version of LOOT or would be happily integrated into LOOT, thus avoiding any extra effort by others.
LOOT has been specifically designed to prevent it being locked into the LOOT Team’s official masterlist repositories. Nevertheless, the LOOT Team appeals to the community to avoid the distribution of unofficial masterlists, as this would only hamper the effort to create one set of stores for load order information. Any issues with a masterlist are best brought to the attention of the LOOT Team so that they may be remedied.
GNU Free Documentation License Version 1.3 Notice:
Copyright (C) 2012—2015 WrinklyNinja
Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
A copy of the license is included in the file named “GNU FDL v1.3.txt”.
Version History
Only program history is recorded here. A full history of masterlist changes may be viewed by browsing the GitHub repositories.
0.7.1 – 22 June 2015
Fixed LOOT UI opening in default browser on launch.
Fixed No existing load order position errors when sorting.
errors when sorting. Fixed message filters being ignored by plugin cards after navigating the list.
Fixed output of Bash Tag removal suggestions in userlists and the API’s `loot_write_minimal_list()`.
Fixed display of masterlist revisions where they were wrongly interpreted as numbers.
LOOT now uses versioned masterlists, so that new features can be used without breaking LOOT for users who haven’t yet updated.
Moved content filter into Filters sidebar tab. The Ctrl-F keyboard shortcut no longer focusses the content filter.
keyboard shortcut no longer focusses the content filter. Checkbox-toggled filters now have their last state restored on launch.
Darkened background behind cards to increase contrast.
Added content search, accessible from an icon button in the header bar, and using the Ctrl-F keyboard shortcut.
keyboard shortcut. Added Copy Load Order feature to main menu.
feature to main menu. Updated French translation.
0.7.0 – 20 May 2015
Fixes
The settings.yaml included with the installer was very old.
included with the installer was very old. Inactive incompatibilities were displayed as error messages. They are now displayed as warnings.
Masterlist entries that matched the same plugin were not being merged. Now one exact match and any number of regex matches will be merged.
Masterlist updating failed when a fast-forward merge was not possible (eg. when remote has been rebased, or a different repository is used). Such cases are now handled by deleting the local repository and re-cloning the remote.
Masterlist updating failed when the path to LOOT’s folder included a junction link.
Masterlists would not ‘update’ to older revisions. This can be useful for testing, so now they can do so.
Crashes when trying to read corrupt plugins and after masterlist update completion.
LOOT would crash when trying to detect a game installed to a location in which the user does not have read permissions, now such games are treated as not being installed.
Plugins with non-ASCII description text would cause codecvt to wstring errors.
errors. LOOT would accept any file with a .esp or .esm extension as a plugin. It now checks more thoroughly, by attempting to parse such files’ headers.
or extension as a plugin. It now checks more thoroughly, by attempting to parse such files’ headers. LOOT would only detect Skyrim plugins as loading BSAs. Plugins for the other games that also load BSAs are now correctly detected as such.
Depending on the plugins involved, sorting could produce a different load order every time it was run. Sorting now produces unchanging load orders, using existing load order position where there is no reason to move a plugin.
Additions
Danish and Korean translations.
If LOOT can’t detect any installed games, it now launches to the settings dialog, where the game settings can be edited to allow a game to be detected.
A Copy Content item in the main menu, to copy the plugin list and all information it contains to the clipboard as YAML-formatted text.
item in the main menu, to copy the plugin list and all information it contains to the clipboard as YAML-formatted text. A Refresh Content item in the main menu, which re-scans plugin headers and updates LOOT’s content.
item in the main menu, which re-scans plugin headers and updates LOOT’s content. LOOT is now built with High DPI display support.
Masterlist updates can now be performed independently of sorting.
A First-Time Tips dialog will be displayed on the first run of any particular version of LOOT.
dialog will be displayed on the first run of any particular version of LOOT. Attempting to close LOOT with an unapplied sorted load order or an open plugin editor will trigger a confirmation dialog.
Support for GitHub Flavored Markdown in messages, minus features specific to the GitHub site, such as @mentions and emoji.
Support for message content substitution metadata syntax in the masterlist.
Display of LOOT’s build revision has been added to the About dialog.
dialog. Plugin location metadata can now be added through the user interface.
A content filter, which hides plugins that don’t have the filter text present in their filenames, versions, CRCs, Bash Tags or messages.
Changes
New single-window HTML5-based interface and a new icon, based on Google’s Material Design.
LOOT now parses the masterlist and plugin headers on startup, and the resulting content is displayed with the plugins in their current load order.
Each plugin now has its own editor, and multiple editors can be opened at once.
Drag ‘n’ drop of plugins from the sidebar into metadata editor tables no longer requires the conflicts filter to be enabled.
CRCs are calculated during conflict filtering or sorting, so are not displayed until either process has been performed.
The View Debug Log menu item has been replaced with a Open Debug Log Location menu item to make it easier to share the file itself.
menu item has been replaced with a menu item to make it easier to share the file itself. Debug logging control has been simplified to enable/disable, replacing the Debug Verbosity setting with an Enable Debug Logging toggle.
setting with an toggle. Changes to game settings now take immediate effect.
Masterlist updating now exits earlier if the masterlist is already up-to-date.
Masterlist revisions are now displayed using the shortest unique substring that is at least 7 characters long.
Making edits to plugin metadata before applying a calculated load order no longer causes LOOT to recalculate the load order. Instead, the displayed load order is applied, and the metadata edits will be applied the next time sorting is performed.
All references to UDRs have been replaced by the more technically-correct Deleted References term.
have been replaced by the more technically-correct term. The Hide inactive plugin messages filter has been replaced by a Hide inactive plugins filter.
filter has been replaced by a filter. Copied metadata is now wrapped in BBCode [spoiler][code]…[/code][/spoiler] tags for easier pasting into forum posts.
tags for easier pasting into forum posts. The Summary and General Messages cards have been combined into a General Information card.
Sorting performance improvements.
Updated Boost (1.58.0), libgit2 (0.22.2) and libloadorder dependencies.
Removals
Messages with multiple language strings can no longer be created through the user interface. User-added multiple-language messages will be converted to single-language strings if their plugin’s editor is opened then closed using the OK button.
button. The Copy Name menu item has been removed, as plugin names can now be selected and copied using Ctrl-C .
menu item has been removed, as plugin names can now be selected and copied using . As LOOT no longer generates reports, it doesn’t save them either.
API
Fixed some documentation errors.
Fixed the API creating a LOOT folder when being initialised.
Fixed false successes for loot_create_db() when invalid paths were supplied.
when invalid paths were supplied. Fixed loot_load_lists() ignoring userlist paths, and accepting invalid paths.
ignoring userlist paths, and accepting invalid paths. Fixed loot_eval_lists() accepting invalid language codes.
accepting invalid language codes. Fixed loot_get_dirty_info() never outputting the loot_needs_cleaning_no code.
never outputting the code. Fixed loot_write_minimal_list() causing a crash when passed an invalid output path.
causing a crash when passed an invalid output path. Added load order sorting and application functions.
Added masterlist update and revision checking functions.
Added support for native Linux builds.
Added unit testing of API functions to help ensure correctness and consistency of functionality.
Added loot_get_build_id() , which outputs the shortened revision ID that the API was built from.
0.6.1 – 22 December 2014
Fixed: Default Nehrim registry entry path.
Fixed: Messages in the wrong language being selected.
Fixed: LOOT windows opening off-screen if the screen area had been changed since last run.
Fixed: Read-only .git folders preventing repository deletion.
folders preventing repository deletion. Fixed: Unnecessary plugins in cyclic dependency error messages.
Fixed: Bash Tag suggestions displaying incorrectly.
Fixed: The current game can no longer be deleted from the settings window.
Fixed: Plugin metadata being lost when the settings window was exited with the “OK” button, leading to possible condition evaluation issues.
Fixed: A blank report bug when running on systems which don’t have Internet Explorer 11 installed.
Fixed: Reports appearing empty of all content when no global messages are to be displayed.
Changed: Updated Boost (1.57.0), libgit2 (0.21.3), wxWidgets (3.0.2) and libloadorder (6.0.3) dependencies. This includes a critical security vulnerability fix in libgit2 .
. Changed: The game menu is now updated when the settings window is exited with the “OK” button.
Changed: Updated Russian translation.
Changed: Updated Brazilian Portuguese translation.
Added: German translation.
Added: The Large Address Aware flag to the LOOT executable.
0.6.0 – 05 July 2014
Fixes
The uninstaller not removing the Git repositories used to update the masterlists.
Miscellaneous crashes due to uncaught exceptions.
Plugin priorities are now temporarily “inherited” during sorting so that a plugin with a low priority that is made via metadata to load after a plugin with a high priority doesn’t cause other plugins with lower priorities to be positioned incorrectly.
The default language is now correctly set to English.
Defaults for the online masterlist repository used for Nehrim.
Endless sorting loop that occurred if some user metadata was disabled.
Additions
Display of masterlist revision date in reports.
Report filter for inactive plugin messages.
The number of dirty plugins, active plugins and plugins in total to the report summary.
A find dialog to the report viewer, initiated using the Ctrl-F keyboard shortcut.
keyboard shortcut. LOOT’s windows now remember their last position and size.
Command line parameter for selecting the game LOOT should run for.
Finnish translation.
Removals
Support for Windows XP.
Support for loading BOSS masterlists using the API. This was a leftover from when LOOT was BOSSv3 and backwards compatibility was an issue.
The ability to open reports in an external browser. This was necessitated by the changes to report generation.
The MSVC 2013 redistributable requirement.
The “None Specified” language option is no longer available: English is the new default.
Changes
Unified and improved the metadata editors launched during and outside of sorting. The metadata editor now resizes more appropriately. The mid-sorting instance hides the requirement, incompatibility, Bash Tags, dirty info and message lists. Both instances now have a conflict filter, priority display in their plugin list and drag ‘n’ drop from the plugin list into whatever metadata lists are visible. The mid-sorting instance also hides the load after entry edit button, and the button to add new entries (so drag ‘n’ drop is the only available method of adding entries). The metadata editor now displays plugins with user edits using a tick beside their name, rather than bolding their name text. Plugins that have been edited in the current instance have their list entry text bolded. Checkboxes have been added to set whether or not a priority value is “global”. The UI also now displays the priority value used in comparisons (ie. with the millions and higher digits omitted). A right-click menu command for clearing all user-added metadata for all plugins has been added to the metadata editor.
Missing master/requirement and incompatibility errors are downgraded to warnings if the plugin in question is inactive.
Masterlist update errors have been made more user-friendly.
If an error is encountered during masterlist update, LOOT will now silently delete the repository folder and attempt the update again. If it fails again, it will then report an error.
Masterlist update now handles repository interaction a lot more like Git itself does, so should be less error-prone.
Cyclic dependency error messages now detail the full cycle.
LOOT’s report now uses a static HTML file and generates a javascript file that is dynamically loaded to contain the report data. This removes the PugiXML build dependency.
Debug log message priorities adjusted so that medium verbosity includes more useful data.
Updated dependencies: libgit2 (v0.21.0), wxWidgets (v3.0.1), libloadorder (latest), libespm (latest).
0.5.0 – 31 March 2014
How do you clean with loot?
Should I use loot Fallout 4? LOOT is useful, but players who are substantially modding their game should get to know how the load order affects the game and how mods get along together. My game is heavily modded. I use LOOT but always do some manual sorting thereafter.
How do I use tes5edit?
In respect to this How do I clean with tes5edit?
xEdit Mod Cleaning Instructions[edit]
Right-click the list of plugins and choose Select None. Double-click the plugin to be cleaned. Wait for the Background Loader: finished message in the right panel, and then right-click the plugin to be cleaned and select Apply Filter For Cleaning.
What is ITM in loot?
ITM Count: ITM records are a type of dirty edit where a mod has overwritten something in the game without actually changing anything. If another mod higher up in the load order makes an intentional change to that thing, it will have its effect cancelled out by the ITM record, which can cause problems.
Does loot sort load order? Masterlist Update & Sorting
LOOT then calculates a load order for your plugins, using their internal data and any metadata they may have. … LOOT is able to sort plugins ghosted by Wrye Bash, and can extract Bash Tags and version numbers from plugin descriptions.
Where is the best loot in Fallout 4?
How do I optimize my load order Fallout 4?
How do you run loot in Skyrim?
LOOT can also be launched with the –game=
command line parameter to set the game to run for. If the supplied game folder name is valid, the default and last game values are ignored. The default folder names are Oblivion , Skyrim , Fallout3 and FalloutNV . How do I clean my Skyrim?
Should you clean update ESM Skyrim?
At the moment, most modding guides still recommend cleaning them although very few state why. By contrast many mod authors either don’t see any benefit in cleaning them or recommend not cleaning them, including those at the pointier end of providing support.
How do you clean dirty plugins in Skyrim?
How do you clean dirty mods in Oblivion?
Quick Steps to Clean A PluginEdit
Launch TES4Edit.exe (It has a pretty nondescript icon along the bottom of Bash’s window.) Right-click in the first window (listing your installed plugins) and choose “unselect all” Check the ONE plugin you want to clean and all mods it is expected to load with (i.e., plugins it patches)
What is a dirty mod?
A mod being “dirty” means that it contains “dirty edits”. This means it contains ITM records. ITM means Identical To Master (Master being the main Bethesda files from the game itself).
How do you clean dirty mods?
Is loot good for Fallout New Vegas? People need to be aware that LOOT is the last possible thing that should be recommended to people. Reason being is that it’s no better than a pinch of non magical fairy dust. Using LOOT will not magically fix your game. This is all any basic mod user would need to do.
How do I use loot in Fallout 3?
How do I manage my load order in Skyrim?
What is the rarest item in Fallout 4?
Fallout 4: The 10 Most Exceedingly Rare Items In The Game
1 Aeternus. 2 Leopard Print Bandana. … 3 The Striker. … 4 Poisoned Wine. … 5 2076 World Series Baseball Bat. … 6 Lieutenant’s Hat. … 7 HalluciGen Gas Grenade. … 8 Bathrobe. …
Does Fallout 4 Ever End? To our fans who’ve asked: Fallout 4 doesn’t end when the main story is over and there is no level cap. You can keep playing and leveling. This is a major departure from the previous Fallout games, all of which had level caps.
How many hours is Fallout 4?
When focusing on the main objectives, Fallout 4 is about 27 Hours in length. If you’re a gamer that strives to see all aspects of the game, you are likely to spend around 156 Hours to obtain 100% completion.
What is loot vortex? LOOT is used by vortex. LOOT works by using a masterlist to define ordering rules – the masterlist must be updated for new mods (VR!) to work. If the mods are not in LOOT, then it doesn’t know where to put it. If there are clues to incompatibilities (duplicating files for example) both should give you a warning.
How do I organize my mod load order Fallout 4?
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