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[Feature request] Install mods in root directory


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#11
Tannin42

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If it's a dll it could just as well be a skse plugin.

What's currently there is basically a heuristic but it has to be such that if there is any doubt it has to fall back to installing to data under the assumption that it was packaged for existing mod managers.

That's why the enb modtype is currently disabled, there are regular mods around that include a "suggested" enb in some subdirectory that confused the detection so the mod installed incorrectly.

 

In the future the "mod type" could simply be something set up on the website by the mod author and then vortex doesn't have to guess.

For the moment it would probably be better to look at the category as an additional hint (ok, it looks like an enb and it is in the enb category, then it might actually be an enb)



#12
kamikatze13

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screw guessing.

 

have the user click a checkbox (slider like esp index locking): it gives control to the user and solves the problem efficiently and reliably.


Edited by kamikatze13, 14 May 2018 - 04:07 PM.


#13
XJDHDR

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I feel that you have misunderstood what I said. My suggestion will not install existing mods incorrectly nor will it require that thousands of mods be re-packaged. If anything, the only mods that would have to be re-packaged are mods whose files are supposed to be installed into the Root folder.

 

I'll try to use this picture to illustrate:

Spoiler

 

If my suggestion is implemented as I suggested, the mods inside the red box will be installed into the Data folder because they do not have a Data folder distributed with their mod package.

Conversely, the mods in the green boxes will be installed to the games Root folder because they have a Data folder inside their archive. I have seen some existing mods distributed in this manner where the archive contains only a Data folder with all the plugins, textures, meshes, etc. contained in the Data folder. This type of mod will be installed into the Root folder but because the root of the archive has only a Data folder in it, this means that all the mod's files will be installed into the game's Data folder.



#14
kamikatze13

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... they have a Data folder inside their archive

 

what if a mod contains a data folder, accompanied by a bunch of readmes and screenshots? will they automagically land in the root, thus cluttering it?



#15
XJDHDR

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what if a mod contains a data folder, accompanied by a bunch of readmes and screenshots? will they automagically land in the root, thus cluttering it?

 

 

Good point, thanks. If my suggestion were implemented as-is, then readmes and screenshots next to the Data folder will end up cluttering the Root folder. One solution I can think of is to copy what Wrye Bash does in this case: add an option to either skip or  put any readmes and screenshots into a dedicated Docs or Images folder when installing a mod rather than placing them where the mod's author put them. As a bonus, this would also prevent the Data folder from getting cluttered with those files.



#16
Tannin42

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I feel that you have misunderstood what I said. My suggestion will not install existing mods incorrectly nor will it require that thousands of mods be re-packaged. If anything, the only mods that would have to be re-packaged are mods whose files are supposed to be installed into the Root folder.
 
I'll try to use this picture to illustrate:
 
If my suggestion is implemented as I suggested, the mods inside the red box will be installed into the Data folder because they do not have a Data folder distributed with their mod package.
Conversely, the mods in the green boxes will be installed to the games Root folder because they have a Data folder inside their archive. I have seen some existing mods distributed in this manner where the archive contains only a Data folder with all the plugins, textures, meshes, etc. contained in the Data folder. This type of mod will be installed into the Root folder but because the root of the archive has only a Data folder in it, this means that all the mod's files will be installed into the game's Data folder.


But how would Vortex know if a mod is "green or red"?
It could look at the contents and determine "ok, there is a data subdirectory and no fomod subdirectory so it probably goes to the root" but that doesn't catch enbs, those don't
necessarily have a data subdirectory so we need further rules like "ok, there is an enbseries.ini so put it in the root"

But that's exactly what we already do. Look at the content and based on some rules try to deduce the mod type.

#17
ArtaiosGreybark

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I feel that you have misunderstood what I said. My suggestion will not install existing mods incorrectly nor will it require that thousands of mods be re-packaged. If anything, the only mods that would have to be re-packaged are mods whose files are supposed to be installed into the Root folder.
 
I'll try to use this picture to illustrate:
 
If my suggestion is implemented as I suggested, the mods inside the red box will be installed into the Data folder because they do not have a Data folder distributed with their mod package.
Conversely, the mods in the green boxes will be installed to the games Root folder because they have a Data folder inside their archive. I have seen some existing mods distributed in this manner where the archive contains only a Data folder with all the plugins, textures, meshes, etc. contained in the Data folder. This type of mod will be installed into the Root folder but because the root of the archive has only a Data folder in it, this means that all the mod's files will be installed into the game's Data folder.


But how would Vortex know if a mod is "green or red"?
It could look at the contents and determine "ok, there is a data subdirectory and no fomod subdirectory so it probably goes to the root" but that doesn't catch enbs, those don't
necessarily have a data subdirectory so we need further rules like "ok, there is an enbseries.ini so put it in the root"

But that's exactly what we already do. Look at the content and based on some rules try to deduce the mod type.

 

What about mods that do have a Data folder in them but no conventional subfolder? Vortex sometimes put this whole data folder into the Data directory. So you end up with Data\Data\mod files. Is that a bug or something you will not do because of design philosophy?



#18
Tannin42

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What about mods that do have a Data folder in them but no conventional subfolder? Vortex sometimes put this whole data folder into the Data directory. So you end up with Data\Data\mod files. Is that a bug or something you will not do because of design philosophy?

 

When you encounter something like that, please make sure to report it.

 

It's not so much a bug but more that the fomod format is rather fuzzy. Both NMM and Vortex implement the specification correctly and yet some mods that were tested with NMM will not install correctly with Vortex.

 

Now you may think: just make it work like NMM but that isn't trivial because under the hood Vortex is very different. Trying to fix one mod that currently doesn't install correctly could break five others that worked previously. It's a very annoying game of whac-a-mole.






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