What is the difference between this one and the original one. I know that it says loose files. Please don't point out the obvious. Is there a benefit of downloading this one over the original?
BSA archive files (such as with the original Sacrosanct) are loaded before any and all loose files, with no options to manage conflicts, period.
Some other mods change vampire scripts and can conflict, and you'd never even really know Sacrosancts scripts were being overwritten because there would be no conflict warning in a mod manager.
Having the mod use loose files instead of a BSA fixes this issue. I mainly did this upload because I personally was having issues with Sacrosanct because I had no indication a script was being overwritten, so hopefully this will help others as well.
There are no drawbacks to using this over the original Sacrosanct, just the added benefit and peace of mind of knowing when you have file conflicts with Sacrosanct. 😊
Hey. I got this mod and Im still getting the "Found integrity issue" error message. I dont think I have any other mods that mess with Vampires. and I know I dont have Race Compatibility. im honestly stumped as to what is causing this. any Chance someone knows the fix?
Edit: It seems the issue was caused by "Improved Camera: Sacrosanct Patch."
Well after searching on my side I think I found my suspect !
It was : RaceCompatibility for Skyrim Special Edition after removing it the message no longer appears. (I found a nice preset that needed it but I don't use any custom races so I don't really needed it though at least that was the mod causing this for me!)
*From the mod's description* :
=== INTRODUCTION === This package allows mod authors to make their custom races based on the RaceCompatibility.esm (please consider endorsing expired6978's original mod, since without that we wouldn't be able to play with all these custom races) to work properly with the Dawnguard DLC. As such mod authors should follow the instructions included with that mod to make their mod.
Dawnguard changed several scripts involving vampirism and lycanthropy (werewolves) that meant custom races would not be able to fully benefit/experience the DLC. This mod merges the Dawnguard scripts with the Race Compatibility scripts.
The RaceCompatibility.esm file included in this package also fixes the missing WoodElf (Bosmer) race entry in the file and adds an optional compatibility script for the Unofficial Skyrim patch.
So my little brain told me : Disable it to see and it's fixed for me, I no longer get that message. I hope that would help anyone in the future.
The Description of my issue for those who are curious:
Hello guys, I know its February 2025 playing this mod with Skyrim Anniversary Edition heavily modded, I would like to share a fix for an issue w/ Sacrosanct mod where if your character is in Vampire Lord flying form the right hand spell(Blood Magic) or sometimes left is not showing and even if you switch from ground form to flying form again it's still not showing.
The fix for this is to download the loose file version(where the files are extracted or something rather than compressed) of the Sacrosanct mod - Loose version : https://www.nexusmods.com/skyrimspecialedition/mods/103286
Then that should fix the no Vampire Lord spell issue or any missing Sacrosanct issue that you have. That's all thank you.
Note: The only time the loose version is not usable is if the loose version is not updated to the same latest version of the original but as of now both are on Sacrosanct v6.0.0 so for now its usable
How so "conflicts can't be solved" with bsa files??
If everyone does their job and packs their files into a bsa, then you can just rearrange your load order to solve overlap. This is how Bethesda wants it and how the majority of mod authors do it.
The actual problem is that some mod authors think their mod is more important than everyone else's and will ship their mod as loose files, taking precedence over all installed mods and (unless the user has a specific mod manager) physically overwriting their personal script files and files from other mods. There is no good reason to do this other than to assert dominance.
The correct solution is to distribute an alternate version of that other mod as a bsa, not create more loose files. Fighting loose files with loose files solves the symptoms but now you have two problems, and now install order starts mattering as well (as opposed to load order) and becomes a destructive operation depending on your mod manager. Instead, turning the other mod into a bsa allows normal load order sorting to work again and solves the problem the clean way.
BSA archive files (such as with the original Sacrosanct) are loaded before any and all loose files, with no options to manage conflicts, period.
Some other mods change vampire scripts and can conflict, and you'd never even really know Sacrosancts scripts were being overwritten because there would be no conflict warning in a mod manager.
This is false. Sacrosanct will show an integrity error if its scripts are being overwritten, and all you have to do is move it below the mod that is overwriting it. The problem is that mod authors distributing their mods as loose files are selfish assholes and prevent you from doing so, and the solution would be to uninstall their mods and go with a standards compliant alternative.
Hey Enai, gonna start off by saying I love all your works, and thanks for having open enough perms for me to do this. 😊
In an ideal world, everyone would have BSA's to work in the manner you mentioned, however, I'm not incorrect in my statement that you quoted whatsoever. You seem to have misunderstood me.
BSA files are definitely loaded before loose files, and if you have a conflict with a mod that is loose, like most are on nexus, you would never really know until you encounter issues in game with Sacrosanct. No way to tell there's something conflicting with a file in a BSA with mod managers.
Yes, Sacrosanct will show an integrity error, but you have no idea of what's being overwritten by what. You CANNOT move it below a mod that is overwriting it if said mod has loose files. They will win conflict with no options to change as I mentioned.
By making the files loose, like I stated, you can see these conflicts, and either remove said conflicting mods, or make sure Sacrosanct wins conflicts with loose files AND BSA's, not just BSA's. 😊
As for "the solution would be to uninstall their mods and go with a standards compliant alternative." I can't disagree with you more on this... This isn't a realistic solution, or a solution at all, and doesn't solve anyones issues... The solution is to do as I have done, since most files are not BSA's nowadays, and this easily allows you to see conflicts and resolve them, as well as potentially make things work together that wouldn't in BSA form. 😊
And, doing so is much simpler than converting a bunch of other mods to BSA's and then probably causing even MORE issues with other mods that they have conflicts with that were already solved when in loose format.
"Fighting loose files with loose files solves the symptoms but now you have two problems, and now install order starts mattering as well (as opposed to load order)" isn't really an issue nowadays either, most modders who do anything beyond a very light mod list have to do this anyway with hundreds or thousands of conflicts, and are already well versed and experienced at doing so.
if you have a conflict with a mod that is loose, like most are on nexus, (...) most files are not BSA's nowadays
In my experience, most aren't. Just a couple of annoyingly high profile ones are, specifically RaceCompatibility, which has no reason to be loose files; as well as mods that are just replacers because packing them makes them require an esp and take up a mod slot.
most modders who do anything beyond a very light mod list have to do this anyway with hundreds or thousands of conflicts, and are already well versed and experienced at doing so.
Most mod users don't know conflict resolution. Most mod users just want to click download and get a working load order. Which is why most mod users are using Wabbajack mod packs instead of individual downloads. The community had 10 years to sort out its s#*! and play nice with each other, and didn't bother, so now the spotlight has moved to curators.
You're right tho, seems a lot of people actually making the lists know conflict resolution, not the casual modding crowd making a few adjustments and thats it. 😅
If you're havin those "integrity issues" when you load up the original mod this fixes them! I have 314 mods installed (and counting!) and i couldn't figure out what was causing issues but this fixed most if not all my issues. Thank you OP!
33 comments
Some other mods change vampire scripts and can conflict, and you'd never even really know Sacrosancts scripts were being overwritten because there would be no conflict warning in a mod manager.
Having the mod use loose files instead of a BSA fixes this issue. I mainly did this upload because I personally was having issues with Sacrosanct because I had no indication a script was being overwritten, so hopefully this will help others as well.
There are no drawbacks to using this over the original Sacrosanct, just the added benefit and peace of mind of knowing when you have file conflicts with Sacrosanct. 😊
Edit: It seems the issue was caused by "Improved Camera: Sacrosanct Patch."
I don't have Improved camera or its patch for Sacrosanct.
It was : RaceCompatibility for Skyrim Special Edition after removing it the message no longer appears. (I found a nice preset that needed it but I don't use any custom races so I don't really needed it though at least that was the mod causing this for me!)
*From the mod's description* :
=== INTRODUCTION ===
This package allows mod authors to make their custom races based on the RaceCompatibility.esm (please consider endorsing expired6978's original mod, since without that we wouldn't be able to play with all these custom races) to work properly with the Dawnguard DLC. As such mod authors should follow the instructions included with that mod to make their mod.
StackEmHigh has created a guide that you may find useful in creating a custom race as well.
Dawnguard changed several scripts involving vampirism and lycanthropy (werewolves) that meant custom races would not be able to fully benefit/experience the DLC. This mod merges the Dawnguard scripts with the Race Compatibility scripts.
The RaceCompatibility.esm file included in this package also fixes the missing WoodElf (Bosmer) race entry in the file and adds an optional compatibility script for the Unofficial Skyrim patch.
So my little brain told me : Disable it to see and it's fixed for me, I no longer get that message. I hope that would help anyone in the future.
The Description of my issue for those who are curious:
Hello guys, I know its February 2025 playing this mod with Skyrim Anniversary Edition heavily modded, I would like to share a fix for an
issue w/ Sacrosanct mod where if your character is in Vampire Lord flying form the right hand spell(Blood Magic) or sometimes left is not
showing and even if you switch from ground form to flying form again it's still not showing.
The fix for this is to download the loose file version(where the files are extracted or something rather than
compressed) of the Sacrosanct mod - Loose version :
https://www.nexusmods.com/skyrimspecialedition/mods/103286
Then that should fix the no Vampire Lord spell issue or any missing Sacrosanct issue that you have. That's all thank you.
Note: The only time the loose version is not usable is if the loose version is not updated to the same latest version of the original but as of now
both are on Sacrosanct v6.0.0 so for now its usable
fixed my vr game, many tanks
If everyone does their job and packs their files into a bsa, then you can just rearrange your load order to solve overlap. This is how Bethesda wants it and how the majority of mod authors do it.
The actual problem is that some mod authors think their mod is more important than everyone else's and will ship their mod as loose files, taking precedence over all installed mods and (unless the user has a specific mod manager) physically overwriting their personal script files and files from other mods. There is no good reason to do this other than to assert dominance.
The correct solution is to distribute an alternate version of that other mod as a bsa, not create more loose files. Fighting loose files with loose files solves the symptoms but now you have two problems, and now install order starts mattering as well (as opposed to load order) and becomes a destructive operation depending on your mod manager. Instead, turning the other mod into a bsa allows normal load order sorting to work again and solves the problem the clean way.
This is false. Sacrosanct will show an integrity error if its scripts are being overwritten, and all you have to do is move it below the mod that is overwriting it. The problem is that mod authors distributing their mods as loose files are selfish assholes and prevent you from doing so, and the solution would be to uninstall their mods and go with a standards compliant alternative.
In an ideal world, everyone would have BSA's to work in the manner you mentioned, however, I'm not incorrect in my statement that you quoted whatsoever. You seem to have misunderstood me.
BSA files are definitely loaded before loose files, and if you have a conflict with a mod that is loose, like most are on nexus, you would never really know until you encounter issues in game with Sacrosanct. No way to tell there's something conflicting with a file in a BSA with mod managers.
Yes, Sacrosanct will show an integrity error, but you have no idea of what's being overwritten by what. You CANNOT move it below a mod that is overwriting it if said mod has loose files. They will win conflict with no options to change as I mentioned.
By making the files loose, like I stated, you can see these conflicts, and either remove said conflicting mods, or make sure Sacrosanct wins conflicts with loose files AND BSA's, not just BSA's. 😊
As for "the solution would be to uninstall their mods and go with a standards compliant alternative." I can't disagree with you more on this... This isn't a realistic solution, or a solution at all, and doesn't solve anyones issues... The solution is to do as I have done, since most files are not BSA's nowadays, and this easily allows you to see conflicts and resolve them, as well as potentially make things work together that wouldn't in BSA form. 😊
And, doing so is much simpler than converting a bunch of other mods to BSA's and then probably causing even MORE issues with other mods that they have conflicts with that were already solved when in loose format.
"Fighting loose files with loose files solves the symptoms but now you have two problems, and now install order starts mattering as well (as opposed to load order)" isn't really an issue nowadays either, most modders who do anything beyond a very light mod list have to do this anyway with hundreds or thousands of conflicts, and are already well versed and experienced at doing so.
In my experience, most aren't. Just a couple of annoyingly high profile ones are, specifically RaceCompatibility, which has no reason to be loose files; as well as mods that are just replacers because packing them makes them require an esp and take up a mod slot.
Most mod users don't know conflict resolution. Most mod users just want to click download and get a working load order. Which is why most mod users are using Wabbajack mod packs instead of individual downloads. The community had 10 years to sort out its s#*! and play nice with each other, and didn't bother, so now the spotlight has moved to curators.
You're right tho, seems a lot of people actually making the lists know conflict resolution, not the casual modding crowd making a few adjustments and thats it. 😅