Jump to content

mkthunderwd

Members
  • Posts

    5
  • Joined

  • Last visited

Nexus Mods Profile

About mkthunderwd

Profile Fields

  • Country
    United States
  • Currently Playing
    Apex Legends, League of Legends, Legendary SSE
  • Favourite Game
    Titanfall 2 + Apex Legends

mkthunderwd's Achievements

Rookie

Rookie (2/14)

0

Reputation

  1. UPDATE: I uploaded it as a standalone mod here: https://www.nexusmods.com/skyrimspecialedition/mods/40175 Thanks for your interest.
  2. Check out the poll. Here is an image of the hood plus hair mod: https://www.nexusmods.com/skyrimspecialedition/images/78596
  3. BACKSTORY: After taking some action in Vortex or Windows Explorer (I forget what it was) with Skyrim SE, several plugins and who knows what else in the data folder were corrupted. Many files have zero size and Vortex complained about this. I have purged and deployed in all the ways I know possible. I manually reinstalled mods that Vortex/LOOT could not parse and I still haven't managed to run modded SKSE64+SkyrimSE again without CTD after a few seconds. Anywho... FOMOD installers are great, but if you need to blanket reinstall all mods (ex: mod folder data corruption) it would take a lot of user interaction to configure them all again. "Reinstall" seems to be the only way to extract the files from their archives within Vortex and this seems to trigger FOMOD installer interaction each time. Suggestion1: Add a new function similar to "Deploy All" & "Purge All" that could quietly reinstall all or selected mods. Hopefully, this could be done without breaking LOOT rules. This may require changes to every FOMOD script and the way future ones are written and handled. When doing FOMOD installs: previous choices would have to be loaded from a configuration file, the mod version would need to be compared with the config file mod version, choices would be compared and reconciled possibly by user interaction, then updated choices would be saved to the new configuration file for each mod. Suggestion2: Verification. This might work independent of the previous suggestion to fix the above problem. When a mod gets installed, a manifest of filenames, checksums, and file sizes similar to BitTorrent could be batch written in XML format. This could be checked against official ones on the nexus or elsewhere. A function could be added in the mod and plugin section in the right click menu, for example, to verify that the selected mod(s) are not corrupt or not original. Files that fail could be replaced via prompt or otherwise. Maybe this is what the "save all"/"revert all" options are for, but once those choices are made I haven't seen a way to reverse them. Having a way to recheck these and revert changes again would be great. What do you think? Thanks, -Mk
×
×
  • Create New...