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Vortex Alpha Release


Dark0ne

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I gotta say it's a vast improvement on NMM even in it's early stage. If you're accepting suggestions I'd like to suggest a few simple usability features I wish you'd consider

 

- Disabled Plugins should IMO be pushed to the bottom of the list rather than the top. And it would be useful to have the option to just leave them in their place without affecting the mod index

 

- A way to delete plugins directly in vortex by pressing Del button (with a warning message)

 

- Add right click/context menu functionality in mods and plugins sections instead of having to click on specific buttons

 

- New Column in the Mods menu: Sort by "author".

 

- New dashlets for top mods, top trending mods, and your Nexus tracking center

 

- In Save game section, adding a way to copy The "plugin list" in the selected Save Game, like a "copy list to clipboard" button, and adding mod index next to the plugin list

Edited by uglydemon
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In response to post #58060001. #58061656, #58062601, #58080306, #58083731, #58087991 are all replies on the same post.


mcdanielskh wrote: Does any know the answer to the following:
In Old Skyrim (32bit) we were limited to 255 plugins because 255 =FF in Hex and 32 bit programs can only access 2 hex registers (FF) (or something like that). If that's correct (or closely correct lol :) )does anybody out there know if Skyrim SE being 64 bit = FFFF (vs FF) = 65535 plugins, and what will Vortex mod limits be in this case?
Ethreon wrote: That is not correct. Nothing changed about plugin limit.
mcdanielskh wrote: :( but thanks for the reply. Do you know why not or why i'm an in error in this thought?
Ethreon wrote: You're in error because it didn't change. For more information you'll have to find the actual reason this is a thing.
DFX2K9 wrote: The reason that didn't change is because Bethesda changed as little as possible when they ported Skyrim over to 64 bits. For the most part, only the memory management and rendering pipelines where changed. I don't even think Papyrus has access to more memory.
mcdanielskh wrote: Ethreon thanks and DFX2K9 thanks for the more detailed response that I can now understand.
So, it is unfortunate, that the entire code in not running at 64 bit.
Oh well, the biggest problem was the limited memory availability, and at least that and the rendering pipelines have been brought into the realm of modern computing for this decade :)


the memory problem in oldrim is already solved with enb memory hack at least for me. and plugin limit is still 254 in sse ? one more reason to stick with mo and oldrim. Edited by xrayy
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In response to post #58313876.


uglydemon wrote: I gotta say it's a vast improvement on NMM even in it's early stage. If you're accepting suggestions I'd like to suggest a few simple usability features I wish you'd consider

- Disabled Plugins should IMO be pushed to the bottom of the list rather than the top. And it would be useful to have the option to just leave them in their place without affecting the mod index

- A way to delete plugins directly in vortex by pressing Del button (with a warning message)

- Add right click/context menu functionality in mods and plugins sections instead of having to click on specific buttons

- New Column in the Mods menu: Sort by "author".

- New dashlets for top mods, top trending mods, and your Nexus tracking center

- In Save game section, adding a way to copy The "plugin list" in the selected Save Game, like a "copy list to clipboard" button, and adding mod index next to the plugin list


I'd like to add my support to some of "uglydemon's" suggestions as well. Especially the suggestion for

- New Column in the Mods menu: Sort by "author".

I've thought about that before, because I'd 'love' to support the mod author's for their work. But, if I donated a dollar for every mod I'm using, my modded Skyrim would cost me over $150.00. And, that 'just' for the mods, not including the original cost of the game. With the Authors grouped together, I could tell who's stuff I'm using the most of, and make a donation that reflects my appreciation of their work.
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In response to post #58060001. #58061656, #58062601, #58080306, #58083731, #58087991, #58330871 are all replies on the same post.


mcdanielskh wrote: Does any know the answer to the following:
In Old Skyrim (32bit) we were limited to 255 plugins because 255 =FF in Hex and 32 bit programs can only access 2 hex registers (FF) (or something like that). If that's correct (or closely correct lol :) )does anybody out there know if Skyrim SE being 64 bit = FFFF (vs FF) = 65535 plugins, and what will Vortex mod limits be in this case?
Ethreon wrote: That is not correct. Nothing changed about plugin limit.
mcdanielskh wrote: :( but thanks for the reply. Do you know why not or why i'm an in error in this thought?
Ethreon wrote: You're in error because it didn't change. For more information you'll have to find the actual reason this is a thing.
DFX2K9 wrote: The reason that didn't change is because Bethesda changed as little as possible when they ported Skyrim over to 64 bits. For the most part, only the memory management and rendering pipelines where changed. I don't even think Papyrus has access to more memory.
mcdanielskh wrote: Ethreon thanks and DFX2K9 thanks for the more detailed response that I can now understand.
So, it is unfortunate, that the entire code in not running at 64 bit.
Oh well, the biggest problem was the limited memory availability, and at least that and the rendering pipelines have been brought into the realm of modern computing for this decade :)
xrayy wrote: the memory problem in oldrim is already solved with enb memory hack at least for me. and plugin limit is still 254 in sse ? one more reason to stick with mo and oldrim.


IMO there are more reasons to use Vortex and Skyrim SE and those reasons will only increase but the reasons to use Old Skyrim and MO will only become less and less with each passing week. Time to smell the wind of change my friend :) Oh, but you do. Thats why your here trying to convince yourself why you shouldn't be :) Edited by mcdanielskh
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I have a suggestion, if it's not already implemented -

 

The ability print, or output a text file, with the mod list and plugin list.

 

Overall, I'm very happy with Vortex. I was kind of new to modding, but jumped right in modding Skyrim SE with NMM and the S.E.P.T.I.M. guide, and worked my way up to a fairly stable build with over 200 mods by the time Vortex came out.

 

My experience with migrating to Vortex was very good. There were some snags, but most of them turned out to be problems I created in my NMM build (following instructions to modify files, then not saving them properly back into their respective mod archive files, for example). Several problems were also exposed and fixed during the migration to Vortex, mod conflicts I wasn't aware of, and stuff. So now I have Skyrim SE running flat-out stable with 292 mods!

 

My biggest concern now is, should I delete my old NMM SkyrimSE game folder and free up 180Gb or so on my SSD!? :smile:

 

That's a serious question, is there any reason to keep it? I don't want to find out, down the road, that the futture Beta or Stable version of Vortex isn't compatable with my current (Alpha based) Skyrim SE build.

 

Anyway, Tannin - THANK YOU!!! So much, for all your work. Awesome job man!! Many, many thanks to you and the whole crew at Nexus!

 

Leifyjai

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In response to post #58354171.


leifyjai wrote:

I have a suggestion, if it's not already implemented -

 

The ability print, or output a text file, with the mod list and plugin list.

 

Overall, I'm very happy with Vortex. I was kind of new to modding, but jumped right in modding Skyrim SE with NMM and the S.E.P.T.I.M. guide, and worked my way up to a fairly stable build with over 200 mods by the time Vortex came out.

 

My experience with migrating to Vortex was very good. There were some snags, but most of them turned out to be problems I created in my NMM build (following instructions to modify files, then not saving them properly back into their respective mod archive files, for example). Several problems were also exposed and fixed during the migration to Vortex, mod conflicts I wasn't aware of, and stuff. So now I have Skyrim SE running flat-out stable with 292 mods!

 

My biggest concern now is, should I delete my old NMM SkyrimSE game folder and free up 180Gb or so on my SSD!? :smile:

 

That's a serious question, is there any reason to keep it? I don't want to find out, down the road, that the futture Beta or Stable version of Vortex isn't compatable with my current (Alpha based) Skyrim SE build.

 

Anyway, Tannin - THANK YOU!!! So much, for all your work. Awesome job man!! Many, many thanks to you and the whole crew at Nexus!

 

Leifyjai


I back you up on the the "ability to print" ... I already added this request into Vortex feedback function. We definitely need that.
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In response to post #58060001. #58061656, #58062601, #58080306, #58083731, #58087991, #58330871, #58349161 are all replies on the same post.


mcdanielskh wrote: Does any know the answer to the following:
In Old Skyrim (32bit) we were limited to 255 plugins because 255 =FF in Hex and 32 bit programs can only access 2 hex registers (FF) (or something like that). If that's correct (or closely correct lol :) )does anybody out there know if Skyrim SE being 64 bit = FFFF (vs FF) = 65535 plugins, and what will Vortex mod limits be in this case?
Ethreon wrote: That is not correct. Nothing changed about plugin limit.
mcdanielskh wrote: :( but thanks for the reply. Do you know why not or why i'm an in error in this thought?
Ethreon wrote: You're in error because it didn't change. For more information you'll have to find the actual reason this is a thing.
DFX2K9 wrote: The reason that didn't change is because Bethesda changed as little as possible when they ported Skyrim over to 64 bits. For the most part, only the memory management and rendering pipelines where changed. I don't even think Papyrus has access to more memory.
mcdanielskh wrote: Ethreon thanks and DFX2K9 thanks for the more detailed response that I can now understand.
So, it is unfortunate, that the entire code in not running at 64 bit.
Oh well, the biggest problem was the limited memory availability, and at least that and the rendering pipelines have been brought into the realm of modern computing for this decade :)
xrayy wrote: the memory problem in oldrim is already solved with enb memory hack at least for me. and plugin limit is still 254 in sse ? one more reason to stick with mo and oldrim.
mcdanielskh wrote: IMO there are more reasons to use Vortex and Skyrim SE and those reasons will only increase but the reasons to use Old Skyrim and MO will only become less and less with each passing week. Time to smell the wind of change my friend :) Oh, but you do. Thats why your here trying to convince yourself why you shouldn't be :)


i'm relaxed on this topic. and the discussion about which combination is better is a silly one. sse and vortex will be a good and valuable combination, i'm sure! vortex will become (at least in plain numbers) the superior organizer with the advantage to be universal.
sse is an option for new gamers and people who like vanilla versions or not interested in knowing how to configure a stable but beautiful oldrim with mo and nearly unlimited options to mod the game (including the risk of destabilizing it). simply compare the images on nexus and the amount of available mods to get an impression of the capabilities of both versions.
the sse 64 bit advantage is practically marginal and leads also to some disadvantages while the most annoying oldrim problem - it's 32bit related disadvantage, the 4GB memory limiation - is already practically solved with enb mem hack.
for skyrim players with a heavily modded stable and performant oldrim game sse is simply a mild but clear disappointment or step back, not mentioning the amount of work and time to port all mods (5 to 10% are ported to sse) while maintaining comparable stability and compatibility. the still existing mod number limitation is only one of the disappointments, the lack of full oldrim mod compatibility another. i fully understand newbies, not interested in trying any of the best oldrim and not sse compatible mods, to start with sse and vortex. they will never miss what others discovered, liked and will not miss in future. in my point of view vanilla skyrim is a kind of nice and buggy rpg. the opportunity to apply all the lovely nexus mods and to combine them makes it the unique gem at least for me while not having any complains in terms of stability. the stability discussion in most threads is in my eyes misleading because it does not take in account the number of applied mods and the quality of the applied mods and the inability of many people to cope with it and to sort out the buggy ones. mo works 99.9% errorfree. vortex will do it too. use what you want and what you like. oldrim will work errorfree with both (i suppose) if you know how to configure it. it is simply a matter of taste and your personal skills how to configure a system and a game like skyrim and if you know your abilities i'm sure you will be happy with all available and compatible combinations of game and organizer. apart from that i wish tannin and the nexus team all the best to make vortex the superior universal organizer as mo already is for oldrim and oblivion. vortex in a more advanced stage will replace mo, no doubt about that. Edited by xrayy
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Does anyone have X Rebirth installed and manage to make Vortex to work with that game? I have GOG version installed on C:\Games\X Rebirth (SSD and system disk), Vortex (default install) properly find game, it properly shows correct game path and mod folder, but that thing just refuse to deploy any mod in game directory. Installed mods just sits on Vortex \mods folder and thats all! I have tried every possible thing that cross my mind - clean install of the game first in the same install path then in every possible partition, clean default install on Vortex, then custom install on different path, default settings in Vortex, custom settings (different path for ...\download and ...\mods folders), simlink, hardlink.... but with no luck at all. There is no deploy function worked with Vortex and my X Rebirth. I tried Vortex with Witcher 3 and Dragon Age and it works fine with them. Meanwhile i have X rebirth mods managed by NMM with no problem. That old and ugly thing do its job just fine.

 

After 0.13.5 update Vortex start to give me error the moment when it finds game and i give him command to manage the game. And the error says something precisely about deployment, just i dont get what it is about. As you see, my english is not that good and reading strange readings with strange words and strange numbers is beyond my knowledge. :D Of course, i submit report with that error, hope it will be of any meaning and help the team to look after that error.

 

Short version: does anyone have problem with that specific game or with proper deployment specifically.

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In response to post #58060001. #58061656, #58062601, #58080306, #58083731, #58087991, #58330871, #58349161, #58392601 are all replies on the same post.


mcdanielskh wrote: Does any know the answer to the following:
In Old Skyrim (32bit) we were limited to 255 plugins because 255 =FF in Hex and 32 bit programs can only access 2 hex registers (FF) (or something like that). If that's correct (or closely correct lol :) )does anybody out there know if Skyrim SE being 64 bit = FFFF (vs FF) = 65535 plugins, and what will Vortex mod limits be in this case?
Ethreon wrote: That is not correct. Nothing changed about plugin limit.
mcdanielskh wrote: :( but thanks for the reply. Do you know why not or why i'm an in error in this thought?
Ethreon wrote: You're in error because it didn't change. For more information you'll have to find the actual reason this is a thing.
DFX2K9 wrote: The reason that didn't change is because Bethesda changed as little as possible when they ported Skyrim over to 64 bits. For the most part, only the memory management and rendering pipelines where changed. I don't even think Papyrus has access to more memory.
mcdanielskh wrote: Ethreon thanks and DFX2K9 thanks for the more detailed response that I can now understand.
So, it is unfortunate, that the entire code in not running at 64 bit.
Oh well, the biggest problem was the limited memory availability, and at least that and the rendering pipelines have been brought into the realm of modern computing for this decade :)
xrayy wrote: the memory problem in oldrim is already solved with enb memory hack at least for me. and plugin limit is still 254 in sse ? one more reason to stick with mo and oldrim.
mcdanielskh wrote: IMO there are more reasons to use Vortex and Skyrim SE and those reasons will only increase but the reasons to use Old Skyrim and MO will only become less and less with each passing week. Time to smell the wind of change my friend :) Oh, but you do. Thats why your here trying to convince yourself why you shouldn't be :)
xrayy wrote: i'm relaxed on this topic. and the discussion about which combination is better is a silly one. sse and vortex will be a good and valuable combination, i'm sure! vortex will become (at least in plain numbers) the superior organizer with the advantage to be universal.
sse is an option for new gamers and people who like vanilla versions or not interested in knowing how to configure a stable but beautiful oldrim with mo and nearly unlimited options to mod the game (including the risk of destabilizing it). simply compare the images on nexus and the amount of available mods to get an impression of the capabilities of both versions.
the sse 64 bit advantage is practically marginal and leads also to some disadvantages while the most annoying oldrim problem - it's 32bit related disadvantage, the 4GB memory limiation - is already practically solved with enb mem hack.
for skyrim players with a heavily modded stable and performant oldrim game sse is simply a mild but clear disappointment or step back, not mentioning the amount of work and time to port all mods (5 to 10% are ported to sse) while maintaining comparable stability and compatibility. the still existing mod number limitation is only one of the disappointments, the lack of full oldrim mod compatibility another. i fully understand newbies, not interested in trying any of the best oldrim and not sse compatible mods, to start with sse and vortex. they will never miss what others discovered, liked and will not miss in future. in my point of view vanilla skyrim is a kind of nice and buggy rpg. the opportunity to apply all the lovely nexus mods and to combine them makes it the unique gem at least for me while not having any complains in terms of stability. the stability discussion in most threads is in my eyes misleading because it does not take in account the number of applied mods and the quality of the applied mods and the inability of many people to cope with it and to sort out the buggy ones. mo works 99.9% errorfree. vortex will do it too. use what you want and what you like. oldrim will work errorfree with both (i suppose) if you know how to configure it. it is simply a matter of taste and your personal skills how to configure a system and a game like skyrim and if you know your abilities i'm sure you will be happy with all available and compatible combinations of game and organizer. apart from that i wish tannin and the nexus team all the best to make vortex the superior universal organizer as mo already is for oldrim and oblivion. vortex in a more advanced stage will replace mo, no doubt about that.


Well, for the most part I agree with you xrayy. I was and I still am a huge Fan of MO. At one time I was running well over 400 mods on oldrim with a little help from wrye bash, and I still use MO for my Enderal oldrim game, which is running about 200 mods. Many of these mod are not even supposed to work with Enderal, but I made them work :) So I am no amature here :) , and I'm sure there are plenty of "PRO's" that have also made the switch to Vortex at least for SE so I dont think its fair even at this early stage of development to characterize Vortex as being for amateurs. Other the the ability to select mod overwrites at the file level, (which , believe me I have complained about and see as a terrible shortfall that I hope will be rectified soon, at least in advanced mode) Vortex is every bit as powerful of a tool as MO is.
Additionally, anyone that has not had at least one or two problems with the VFS used im MO causing improper installation of mods, or problems with tools and/or Patch mods not being able to properly work for the same reason, has not used MO to its limits and does not know there is this limitation with MO that Vortex was designed from the start to overcome. Nevertheless, I do agree with you for the most part, and I think you have already said you realize that Vortex will overtake MO as the number 1 Mod Manager for most people. However, I say that Vortex is a great tool for everyone not just amateurs, and at some point even the people that are hardened against change will come to realize that Vortex is (or soon will be) the better tool. On the other hand, If you have a build using MO running smooth, that's awesome. Game with that bro, I do. However, why not give Vortex a go on a new build, especially an SE build as there are limited mods (at the moment) available compared to Oldrin anyway. Game with Oldrin and MO, while building a new mod load with Vortex and SE. Absolutely, no problem with one interfering with the other this way as well :) I also think that soon there will be more people modding SE then Oldrin, and 5 years from now, SE will have more and better mods then oldrim ever had, and Vortex will be developed to a point far exceeding what was capable with MO.
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