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HellKnightX88

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About HellKnightX88

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    Spain
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    Cyberpunk 2077 and Baldur's Gate 3

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  1. Thanks for info! Reducing the amount of mods in the list where it makes sense basically without needing to create a FOMOD for example just to set it all up.. Right now what I have to do is: 1. Zip up a mod folder (because I can't create an empty mod) 2. Install it once. 3. Install it again in order to create a new variant (because there's no other way of doing it) 4. Go into the second variant and change things manually. For example with Cyberpunk 2077 I can have a modVariantBlue.archive file in one variant and a modVariantRed.archive in another. These two files don't overwrite eachother but they affect the same thing which means there's a conflict there so I need to set up "Do not load with..." rules. If I have a bunch of these like say 4 and set them up as separate mods I have to go and set up rules for each. Which if I'm not off with my calculations is 6 rules. If I add a 5th variant that goes up to 10, with 6 it's 15. Just a QoL thing.
  2. Is there any way of creating a variant from a mod that doesn't involve reinstalling it and selecting the Add Variant option? Is there any way of creating an empty mod folder from within vortex? Say I make a texture that makes a sword blue and install it as a mod in Vortex. Then I make another one that makes it red and I want to add that as a variant of the mod I already set up. AFAIK there's no way of creating a new variant that doesn't involve re-installing the blue version, selecting "Add Variant" and then replacing the the blue files in the new variant with the red ones. It's weird that you have to reinstall the same mod to create a variant (AFAIK there's no way to tell vortex that a mod is a variant of another mod unless it can detect it automatically when you install it which doesn't work in certain instances). Is there any naming convention for archive files to get vortex to realize they're variants? Basically it would be nice to be able to: 1. Create an empty mod folder (that I can copy files into manually) instead of having to zip my files up and then install it. I tried copying the mod folder to the mod staging folder but there's no way to get vortex to detect the new folder that doesn't involve restarting it (and getting a warning about it but that's fine). 2. Create an empty variant for a mod that I can manually copy files instead of jumping through hoops like installing the same mod twice to force the creation of an identical variant and then changing the files inside the new variant folder.
  3. As the titles says are these disabled? For the past ~4 days all I've seen is new files notifications but nothing related to images.
  4. A bit rough around the edges and some bugs here and there (for what it's worth it's not worse than any Bethesda game in that regard) but overall a very fun game IMO. You're a peasant who can't fight so go train with the captain once you're able to and come back regularly, he's a good sparing partner. Good luck to all!
  5. So I previously posted about a list of improvements I was making as I was using Vortex and that I was going to post but then I got hit by the Flu, KCD came out and I decided to give XCOM 2 a try. But here it is... late, but it's here. 1. Tagging mods Basically let us create new tags and assign them to mods and let use filter via said tags. This would make managing mods easier because currently a mod can only have one category and being able to assign multiple mods with our own tags would mean we can basically create custom groupings with mods without influencing asset load order (a problem with some users of MO). 2. Show content icons similar to how MO did. Pretty self explanatory. In MO you could view at a quick glance if a mod contained scripts, BSAs, textures etc. This is more focused on TES/FO games. 3 Fetch mod metadata bug/improvement: happens when importing from MO, mod ID is correct but metadata such as description (viewable when doubleclicking the mod in the list) is not fetched Also an option/button to fetch metadata for file downloaded manually would be awesome (sometimes I would download a mod manually and place it in Vortex's download directory). 4. Try to convert from MO versioning of A.B.C.D to A.B.C when applicable when importing. 5. If I reinstall a mod maybe keep it's status (active/inactive)? Not too sure about this one because I have a feeling there's probably a good reason to keep in inactive. 6. Notify when attempting to download duplicate files (file with the same name exists in the DL folder) instead of creating one with a new name 7. Filter for installed downloads in the downloads tab. 8. Open in explorer button when opening the right hand details pane (double-click) of a mod 9. Selecting/copying text in installer menus/windows (sometimes they contain a list of mods and I have to check which items on that list I have installed etc.) 10. Advanced option: pick folder/mod name when installing 11. Easy way of finding out to what mod an ESP belongs to. I may be missing something here but AFAIK there's no way of telling quickly. 12. Support for icon files when picking an image/exe for an application 13. Search box in the Extensions tab 14. Load rules should be changeable/removeable from both ends. If mod A has a rule to be set before mod B then its opposite rule would be implicit on mod B, it implicitly has a rule to be loaded after A. Would be nice to be able to edit this "implicit rule" and have it affect the actual rule from mod A (would get rid of the direct cyclic dependency error between only 2 mods) 15. Export and import mod/plugin list load status. Let us make a backup of our loaded mods/plugins before we start fidling with them. Less hassle than having to switch between profiles (MO2 did this and it was very neat). Some(if not all) of these can be implemented as extensions so this thread should be a good source for feedback for said extensions going forward.
  6. Are we talking about load order of files or file overwriting in the case of XCOM 2?
  7. In response to post #57435971. You underestimate the amount of lurkers and how attractive the word "free" is. Also, keep in mind that some of us are already lifetime premium members.
  8. Seeing how much back-and-forth discussion this has caused I'm pretty sure this fuctionality will be implemented by someone eventually. Heck, I'm waiting for Vortex to get released along with some documentation so I can take a look at the extensions system because I have a list of things that I think would be beneficial in speeding certain things up (tags) when it comes to ordering and relaying information to the user so they can have a clearer picture of what overwrites what, what they have installed etc. I plan on posting this list here eventually (today maybe?) but I constantly add and remove things to it because I find better solutions or things that just don't make sense because vortex already offers similar functionality. And one of those things has been manual ordering, started thinking how would the logic of that would work, how the data is saved and how it could be made to play nice with loot ordering. What I'm thinking is something along the lines of a checkbox for each esp that when ticked is activated for manual ordering and what this does is automatically set a loot rule for this plugin so it loads after the one before it. And then when you drag this plugin around your load order it would just update that rule. This rule would also be updated when you remove the ESP it depends on (or maybe not, have to test it out). Just thinking out loud. Two things that I really want are tagging mods (so I can get more specific with filters) and content icons similar to what MO has so I know when a mod includes an ESP , scrips, meshes etc. Anyway, my point is I think you're underestimating people's willingness to provide these kind of extensions expecially if it's something that creates a lot of debate. I think the extensions thing is potentially the best thing about vortex
  9. Because there are too many variables and unsurprisingly Vortex (or any other mod manager) can't read your mind. It doesn't know what you want to do. Lets say you have a mod that changes the meshes and the textures of a bunch of vanilla armors. Then you have another one that only edits the textures of said armors (not meshes) but it also includes retextures of weapons as well. But you want to use both, you like the texture edits and you like the new meshes. But you have to decide which conflicting textures you want to load up in your game: for you it might be something as easy as looking at the screenshots and picking the mod with the better looking textures according to your preference. Vortex can't do that, it can't look at the two mods and say "the user will prefer this one." Neither can you rely on other people to make a masterlist of sorts for asset conflicts. Because sometimes it's not based on an objectie decision (mod A must absolutely have its scripts overwriting mod B scripts otherwse it will break horribly), sometimes it's down to user preference. Modding has gotten way easier over the years, I remember setting up FCOM back in the day for Oblivion. Now that was intimidating, even with the guides people made. But even with all these tools that make a mod user's life easier you're still required to gain some insight on how modding works, something you will gain with experience. I always tell this to people starting out with modding: go slow, read the readmes, if you're unsure then ask and get ready to break your game. Think of it this way: we didn't have BOSS or LOOT, we had to read readmes and set up load orders manually. And it wasn't uncommon for a new user to break their game that way. There's no magical do-it-all button, you'll have to put in some effort yourself.
  10. I believe Tannin mentioned that it's stored in a local database.
  11. Can't really give you a better answer than "it depends". It depens on what you value more, on the nature of the mods, even on your own load order: for example if mod A conflicts with mod B on an esp level and on a asset level then of you want mod B to take priority then you must load its esp after mod A and it is generally a good idea to have mod B overwrite the assets of mods A. It's something you have to look at on case by case basis. Maybe you should let us know which conflicting mods you want to set up.
  12. Short answer: no. Long answer: https://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/
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