diff --git a/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html b/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html index 82bc5a3..3601cbf 100644 --- a/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html +++ b/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html @@ -5,7 +5,7 @@ title: 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 or TES5Edit (for Oblivion, Fallout 3, Fallout: New Vegas and Skyrim respectively). Detailed instructions and information on mod cleaning are available for Oblivion and Skyrim, with the process being largely the same for the others.

+

Thankfully there is a way to remove dirty edits from mods relatively easily, a process known as mod cleaning, using TES4Edit, FO3Edit, FNVEdit, TES5Edit or FO4Edit (for Oblivion, Fallout 3, Fallout: New Vegas, Skyrim and Fallout 4 respectively). Detailed instructions and information on mod cleaning are available for Oblivion and Skyrim, with the process being largely the same for the others.

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.

diff --git a/docs/help/Introduction-To-Load-Orders.html b/docs/help/Introduction-To-Load-Orders.html index fc8362b..ded1410 100644 --- a/docs/help/Introduction-To-Load-Orders.html +++ b/docs/help/Introduction-To-Load-Orders.html @@ -19,10 +19,15 @@ title: Introduction To Load Orders

A plugin's position in the load order is often displayed by mod managers as a hexadecimal number, from 00 to FE (0 to 254 in decimal). The plugin with position 00 loads first, and the plugin with position FE is loaded last. Hexadecimal numbers are used to display the load order positions of plugins because these numbers form the first two digits of the code that the game uses to reference the records that the plugin adds, so knowing the numbers allows modders and mod users to determine from which plugin a record is from.

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In Oblivion, Fallout 3 and Fallout: New Vegas, load order is determined by plugin timestamps, and the plugins you have accessed are listed in %LOCALAPPDATA%\<game>\plugins.txt. As such, it's best to use a mod manager to create a backup of your load order. In Skyrim, the load order of active plugins is stored in %LOCALAPPDATA%\<game>\plugins.txt, and modding utilities generally use %LOCALAPPDATA%\<game>\loadorder.txt to store the load order of all plugins. This makes backing up your load order as easy as making copies of those two files.

+

In Oblivion, Fallout 3 and Fallout: New Vegas, load order is determined by plugin timestamps, and the plugins you have accessed are listed in %LOCALAPPDATA%\<game>\plugins.txt. As such, it's best to use a mod manager to create a backup of your load order.

+ +

In Skyrim, the load order of active plugins is stored in %LOCALAPPDATA%\<game>\plugins.txt, and modding utilities generally use %LOCALAPPDATA%\<game>\loadorder.txt to store the load order of all plugins. This makes backing up your load order as easy as making copies of those two files.

+ +

In Fallout 4, the load order is stored in %LOCALAPPDATA%\<game>\plugins.txt, and active plugins are prefixed by a *, so you only need to make a copy of that file to back up your load order.

diff --git a/docs/team/Thread-Management.html b/docs/team/Thread-Management.html index 3001f1f..cc5c8fd 100644 --- a/docs/team/Thread-Management.html +++ b/docs/team/Thread-Management.html @@ -17,7 +17,7 @@ title: Thread Management
[size=8]LOOT[/size]
 
-A plugin load order optimiser for TES IV: Oblivion, TES V: Skyrim, Fallout 3 and Fallout: New Vegas.
+A plugin load order optimiser for TES IV: Oblivion, TES V: Skyrim, Fallout 3, Fallout: New Vegas and Fallout 4.
 
 [size=5]Introduction[/size]
 
diff --git a/index.html b/index.html
index 30b4284..7e7bb03 100644
--- a/index.html
+++ b/index.html
@@ -3,7 +3,7 @@ layout: page
 title: The Load Order Optimisation Tool
 ---
 
-

Setting the right load order for your TES IV: Oblivion, TES V: Skyrim, Fallout 3 and Fallout: New Vegas 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 that's simple to use and fully customisable.

+

Setting the right load order for your TES IV: Oblivion, TES V: Skyrim, Fallout 3, Fallout: New Vegas and Fallout 4 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 that's simple to use and fully customisable.

While sorting, LOOT checks for load order errors (such as incompatibilities and missing requirements) and notifies you of any issues that it detects. It also provides thousands of plugin-specific messages, such as usage notes and bug warnings, to help keep your game healthy.