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Documentation for Authors


DissidentRage
Go to solution Solved by Pickysaurus,

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I can find all kinds of docs on how to use Vortex as a player, but not very much for authors. Is there documentation on how create installers like some mods have to select features, how to make installation dependent on the user's OS, how to inform Vortex where files need to be installed, etc? If there's any kind of files, like some kind of metadata file, I would hope there would be documentation on the settings and values. I've already tried searching the wiki but couldn't find anything; not sure if I'm just not looking for the correct terms.

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Is this what you're looking for? https://wiki.nexusmods.com/index.php/How_to_create_mod_installers

 

I'm actually thinking of revamping the game specific parts of the Vortex wiki with a format similar to this: https://wiki.nexusmods.com/index.php/Modding_Microsoft_Flight_Simulator_with_Vortex

 

Currently you mod must fit an existing "Mod type" to be compatible with Vortex. It's unlikely we'll allow authors to give ad-hoc instructions as that would be a nightmare for managing deployed mods.

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That works, thanks! It would be nice if it were linked from a broader article for mod authors so that information could be more easily accessed.

 

I've seen that some mods like SSE Engine Fixes (the part 2 file) don't seem to extract to the correct folder because it seems there are some assumptions being made; I'm guessing that in this case, the assumption is that mods would by default be installed in the data directory because 99/100 times a mod consists of files being read in from that directory.

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For Gamebryo / Creation engine games, you are correct - Vortex defaults to installing them in the data directory.

 

While not covered by the article that Pickysaurus linked, and probably not officially endorsed, there is a trick you can use to allow Vortex to manage mods like the one you mention. After you install it in Vortex, and before you deploy it, you can change the mod type to either dinput or enb. For these types of mods, Vortex will install them to the root game directory instead of to the data directory. One thing to note is that you may have to reorganize the extracted mod in your mod staging folder, which I always do after purging so that I'm not potentially left with extra files in the game directory.

 

I'm currently using this method to manage the following in Vortex:

  • Complete Crafting Overhaul Remastered - CCOR - SSEEdit Scripts
  • ENB
  • Mator's TES5Edit Scripts
  • Mator's xEdit Patching Framework - MXPF
  • RAB_SmashSplitter
  • Re-Engaged ENB for Vivid
  • Skyrim Script Extender 64 (SKSE64)
  • SSE Creation Kit Fixes
  • SSE Creation Kit Fixes - FaceFXWrapper
  • SSE Engine Fixes - Part 2 - Preloader and TBB Lib
  • SSEEdit
  • Wrye Bash - Standalone Executable

Again, this may not be officially endorsed, but this method hasn't failed me yet (I've been using it for over a year) and allows me to use Vortex to manage regular mods, utilities, ENB, script extenders, etc.

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