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Add warning messages when using ESL plugins in Skyrim VR and Fallout 4 VR #1949
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Some months ago I've run a few tests to check Skyim VR's behaviour. See this Discord Link for the whole conversation. The results were:
Using the above mentioned mod Skyrim VR ESL Support and all it's requirements .. I could succesfully load |
Definition:
Given the above notation, I would suggest the following message, in case at least one Light Master or Light Plugin has been found, but the ESL support mod hasn't been installed:
(It's a variation of &missingRequirementXforY) If I were to write the condition for that message in the masterlist, I would probably write: But that would only find This probably should be enough to handle the issue. |
The approach I've taken in the |
@pStyl3 Can you test the |
I'll take a look in a bit, but first some small sidenote: our SKSEVR latest version check in the masterlist may not work as intended right now (and thus it has been confusing me for some time). Our masterlist entry: # Latest Version
# SKSE VR
- <<: *versionOldX
subs: [ '**[SKSE VR](https://skse.silverlock.org)**' ]
condition: 'version("../skseVR_loader.exe", "0.2.0.12", <) and file("../skseVR_loader.exe")'
- <<: *versionUpToDateX
subs: [ '**SKSE VR**' ]
condition: 'version("../skseVR_loader.exe", "0.2.0.12", >=) and file("../skseVR_loader.exe")' The current SKSEVR from silverlock "Current VR build 2.0.12 (game version 1.4.15)" includes However, SKSEVR is also available on Nexus and the Nexus' version is stated to be the same as on silverlock (2.0.12). That being said the version of This seems to be an oversight from the SKSE team. @ianpatt You might want to push a fix for this to the SKSEVR Nexus page. This means that right now people can download the "latest" SKSEVR from Nexus, and LOOT tells them that they do not use the latest SKSEVR version (since |
When using the above mods while the ESL support mod is disabled,
Which I guess is intended behaviour. |
Fixed, thanks for letting me know. This was from when Nexus was managing the page themselves. |
Thank you! |
OK, done in b70691a. |
I don't see that, does it happen if you launch LOOT right into Fallout 4, or did you switch games? I noticed I missed a couple of updates to move constructors that might explain this, but I can't replicate it. |
I can pretty reliably trigger the issue, if after starting LOOT I go into the settings and save-close the settings window, and then sort the load order. |
@pStyl3 can you try with this build? https://github.com/loot/loot/actions/runs/9035099363 |
That build seems to have fixed the issue. 👍 |
LOOT treats Skyrim VR like Skyrim SE, and Fallout 4 VR like Fallout 4, but the VR versions do not support plugins with a .esl file extension and do not recognise the light flag when it is set.
A new complication is that there's now an SKSEVR plugin that adds support for Skyrim SE's recently-supported extended object ID range in ESL plugins.
It would be good if LOOT warned users appropriately, e.g.
pStyl3 has a VR headset and a copy of Skyrim VR so could help test. More context is also in Discord here
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