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Vyxenne

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  1. Please disregard the "all plugins gone" part of the headline. Nexus forum will not allow me to fix it. Last night after re-enabling a previously-disabled mod, Vortex suddenly displayed a red warning popup saying "Some downloads were not finalized. Vortex may appear frozen whil..." I clicked the Repair button but nothing happened- Vortex did not "appear frozen whil..." and the warning message persisted. I clicked it closed and closed Vortex, waited a few minutes and then relaunched it; the error message popped right back up. I checked Vortex's Downloads tab and noticed that the date of all 500+ downloads was January 22, 2022 7:38:10 AM. Obviously, this is impossible. I checked Vortex's Plugins tab and all 500 active and inactive plugins appeared to be there. Vortex's staging directory looks fine- all mods seem to be present there. SSE's Data subdirectory properly contains (Vortex hardlinks to) all 350-400 active plugins. And finally, deploying mods seems to work OK and the game launches and plays normally as far as I can tell in 15 minutes of in-game testing. I would appreciate help getting rid of the red warning. Thanks.
  2. I see Tannin's point. However, It would be great if we had a "Scan mod BSAs for unresolved inter-mod conflicts" button as opposed to a run-on-deploy function. Just detecting the conflict and notifying the user that "Script mu_somethingorother.pex in SomeMod.bsa is overriding script mu_somethingorother.pex in SomeOtherMod.bsa" or "Script Data\Scripts\mu_somethingorother.pex is overriding script mu_somethingorother.pex in SomeOtherMod.bsa" would be a huge help. It would be up to the user to decide what to do about the conflict, but as it stands now we have no way of even discovering/identifying it.
  3. My Vortex Savegames pane is blank. I used the Open Save Games control to lead it to my SSE Savegames folder, and when that failed, directly to one individual savegame in that folder. Neither approach works- Vortex still refuses to populate itself with any of my savegames. I read the Wiki on this subject, but there's nothing there about how to populate the tab- the entire discussion is built on the assumption that Vortex has somehow auto-populated it based on the Profile under which the savegames were created. Also, in a possibly-related side issue, my Saves made while playing Profile "A" are being stored in a subfolder identified as belonging to Profile "B." However, I'm pretty sure Vortex should be able to "see" my savegames, especially when I lead it by the hand to where they are. I have thought about manually moving both Profiles' savegames up into the main Savegames folder and then disabling "Profile has its own Savegames" or whatever that control is named, but I'm afraid if I do that the game will no longer be able to save itself. I would appreciate some knowledgeable help- I'm obviously doing something wrong or failing to do something right. Thanks.
  4. Yes. I guess I'm not explaining myself very well. Here's an overview of the output I'm trying to achieve: [Deploy Order] [Prefix*] [Mod Name] *if mod has a plugin 106 6a Luxury Collection SSE - UUNP HDT 107 6b Ultimate Assortment Arwen's Evenstar SMP 108 RM-Preset IceLady-17782-1-0 109 FE008 Bouncy Bodices Overrides-Vyxenne 110 6c Vtaw Wardrobe 5 - BHUNP - BodySlide In a perfect world, users would be able to sort on any column, and to selectively enable/disable any text column (except Mod Name) displayed on Vortex's Mods tab. The Java generator output is nothing like the above. Here is the result of running the Java Modlist generator on my current 311-mod profile- note the lack of any coherent format and the unknown sort order (it matches neither the Deploy Order nor the Mod Prefixes. Also, due to the inclusion of so much extraneous info (e.g. url, duplication of mod name in square brackets for no apparent reason, etc.) many of the lines exceed 80 characters in length and so are truncated in Notepad by default and if a user chooses to Wrap the lines (it's a Notepad option) then the mod names are difficult to find in some cases because so many lines seem to begin with info that is the continuation of the preceding line instead of the mod name. And worst of all, the list includes mods that are disabled or uninstalled even though I had the "Enabled" filter active when I made the Vortex backup. RM-Preset IceLady-17782-1-0 Luxury Collection SSE - UUNP HDT Unlimited Weapon Enchant-3082-1 => https://www.nexusmods.com/skyrimspecialedition/mods/3082 Ultimate Assortment Arwen's Evenstar SMP-NoBS HDT Necklaces-SE PoserDataGen SkyUI Colored Category Icons SE [skyUI Colored Category Icons] => https://www.nexusmods.com/undefined/mods/23193/ Better-Shaped Weapons-Arrow Update-2017-1-0 => https://www.nexusmods.com/skyrimspecialedition/mods/2017 SexLab-development SkyUI - Ghost Item Bug Fix [skyUI - Ghost Item Bug Fix] => https://www.nexusmods.com/skyrimspecialedition/mods/49106/ SkyUI Longer Favorites Menu SE [skyUI Longer Favorites Menu] => https://www.nexusmods.com/skyrimspecialedition/mods/24628/ Vtaw Wardrobe 5 - BHUNP - BodySlide [Vtaw Wardrobe 5 Heels Sounds Patch] => https://www.nexusmods.com/skyrimspecialedition/mods/45432/ JContainers SE [JContainers SE] => https://www.nexusmods.com/skyrimspecialedition/mods/16495 Golden Rings of Crafting-50994-1-2 [Golden Rings of Crafting] => https://www.nexusmods.com/undefined/mods/12320/ BHUNP Vtaw Wardrobe 4 BS+SLAX-KW EFF Adjust Follow Distance Ring of Ultra Vision SSE [Ring of Ultra Vision SSE] => https://www.nexusmods.com/skyrimspecialedition/mods/12338/ Simple NPC Outfit Manager [simple NPC Outfit Manager (Utility)] => https://www.nexusmods.com/skyrimspecialedition/mods/15211/ Dance for me - Dance for you [Dance for me - Personal - SE] => https://www.nexusmods.com/skyrimspecialedition/mods/29512/ Heybaby Follower Jasmine SSE - English Fomod - v1.0.0-18027-1-0-0 => https://www.nexusmods.com/skyrimspecialedition/mods/18027 Converse Shoes UNP_SSE_Bodyslide-2-0 [Converse Shoes UNP SSE with Bodyslide] => https://www.nexusmods.com/skyrimspecialedition/mods/14551/ Serana TTR SE Default Body No esp Version-39438-1-1-1597702331 [serana TTR SE Default Body No esp Version] => https://www.nexusmods.com/skyrimspecialedition/mods/39438/ etc. etc. etc. for approximately 600 lines of text. So yes, thank you for the suggestion, but it doesn't come close to the coherently formatted, concise list of enabled mods that I need.
  5. I tried it the same night I got the tip, and it did not work, even when initiated via an elevated CMD prompt. Besides, that's a workaround, not a solution. I'm trying to understand why the devs don't seem to think producing a user-friendly columnar text-file mod list, similar to LOOT's plugins list, is not something that Vortex itself should be doing since it is the sole repository of the information required to populate such a list. I'm looking for a user-friendly solution- a simple click, not a convoluted CMD prompt-manually edited/entered macro/task scheduler/DOS Batch File workaround.
  6. I would like to be able to generate a text-file list of my mods, including (for those mods that have plugins) Hex and Decimal indexes (indices? :tongue: ) showing "FE" if a plugin is an esl-flagged esp or esm. I can easily get a perfect list from LOOT, but it includes only plugins, not all mods. I have asked about this repeatedly on the Vortex dev forum, and been told that the Showcase Extension already does this (Showcase most definitely does NOT do this) and if I want the list I'm describing that I should write my own extension to do it. That's like taking my car to a mechanic and having him say "You need a valve job. For utterly undisclosed/unknown reasons, or no reason at all, I won't do it even though I am the only person in the state with the knowledge and tools to do it. If you want your car to run again, go do a valve job on it yourself." Obviously, if I could write an extension to do it I wouldn't be whining about it in the forums every few months. Besides, I think it should be a core capability of Vortex (just as a plugins list is a core capability of LOOT.) It would be great if someone knows how to make Vortex do it, since Vortex is THE ONLY SOFTWARE ON MY MACHINE CAPABLE OF DOING IT because nothing else knows about my non-plugin mods. So. Does anybody know how to make Vortex produce a concise list of the mods it is managing? :ohmy:
  7. Is Vortex capable of detecting mod-BSA-packed files that may conflict with loose files and/or other mod-BSA-packed files? As far as I can tell, the answer is "no" because I never get a conflict alert (or resolution pane) on loose files that I know are in conflict with BSA-packed files. Since loose files always override archive-packed files by default, it would be nice to have Vortex parse mod archives so that we could say "No, use the mod Archive's file ('Load After the loose file')" in this case," same as we can when loose files override other loose files. Of course, since the very purpose of most mods is to override vanilla game assets, I would not think that Official Game BSAs would need to be included by default, although a toggled ability to include them would be great for certain troubleshooting efforts. I believe that MO2 includes this functionality, but that belief is based solely on reading about MO2- other than two tests ending in a decision that it wasn't worth the trouble born of its complexity, I have never actually managed a load order with it.
  8. No, thanks, I haven't solved it yet and it is driving me nuts. I tried copying femalebody_1_s.dds to estrusfemalebody_1_s.dds as one or two users reported as a fix, but it didn't fix my game. I've never had "estrus body" installed anyway... nobody who has ever actually experienced it would want it in their games... :ohmy: I tried starting several new characters (thank you, ASLAL!) without any jslot preset and it seems to fix the issue but I can't stand to look at myself! What's the point of implementing a "fix" that renders the game unpleasant, hence unplayable? I already had A Change of Face but it was disabled for some reason. I just reactivated it, and as soon as I rebuild my Bashed Patch, I'll test to see if it fixes my shiny bits. And to anyone who keeps insisting that all the requirements of a preset are listed in RM when you look at the preset, I would offer a couple of slight corrections to that statement: all of the required MODS that the preset author KNOWINGLY introduced SHOULD BE listed. That's an awful lot of woulda-coulda-shoulda "weasel words" and not anything at all as cut-and-dried as a flat claim that all the requirements of a preset are listed when you look at it in RM. It's simply not true, or, as you said above, not necessarily true. Clearly, a rogue SKIN OVERRIDE accidentally embedded in the jslot is neither a MOD nor has it been KNOWINGLY introduced into the jslot- which is why it may not be listed as a requirement. Thanks again for your helpful response. :thumbsup: :wub:
  9. So much this. I'm currently running 410 mods, every one of them handled by Vortex. I do not understand the obvious undercurrent (sometimes not so under) of hatred and disparagement based on untruths and fake assumptions about Vortex, but most of the shade cast on Vortex is just plain ignorant, and false. PS: I tried to use the forum Quote system so the quote above would have attribution, but it's not working today, so if you want to know who said it, go look- it's among the first 10 posts in this thread.
  10. Well, now, that's a thought. I'll try to find it on GitHub and give it a look! Thank you.
  11. Woo, thank you! I have copied it to a local text file so I have a record of it. Thanks again for finding it!
  12. Aww, that actually brought a tear to my eye! :wub: The interesting parts of my game are not in the list of mods per se, but rather in the particular brand of fun that they provide. :D
  13. Well, thank you! No, I haven't reported anything to the Showcase extension creator because I do not believe that Showcase can ever meet my needs - it's designed to be what it says it is, a MOD SHOWCASE full of author hype and other meaningless junk content instead of what I actually need: a functional, one-line-per-mod list containing useful information with zero hype or fluff. So since I'm not planning to use it, I don't feel qualified to report whatever it generates as "errors." I'm sure it's doing what the author intended.
  14. Yes, I have tried to get a concise list similar to the example I posted above, but I can't make the Showcase extension do it even with the addon formats. I have already posted the output I got from Showcase a couple of months ago, but it's buried now and this forum does not show me my own posts (on my Profile) so I can't find it at this point. But it contains many lines per mod, full of author blurbs, e.g. "This mod is designed to blah blah blah-de-blah" and arcane symbols like ╤ ╨ and so forth, and at several points it devolved into absolute gibberish- like what you see when you open an exe file with Notepad. It also contains redundant info like the url of the mod on Nexus and "Unknown" as the source of all non-Nexus mods. I don't need that in a modlist. I have tried all 5 or 6 formats I have in Showcase, and not one of them produces a usable, concise mod list similar to my example above. Also, I do not wish to publicize my mod list for all the world to see by upping it to Modwatch- who knows, I might actually have some mods I wouldn't want my dear old mom to know I have. :ohmy: I just want an actual one-line-per-mod concise local text file resembling the example I posted. Showcase is OK for what it does- it's a mod SHOWCASE full of author-provided marketing hype and gibberish symbols. But it is not a mod list. Here is the closest thing to what I need that Showcase gives me- it doesn't have as many gibberish machine code symbols as some of the formats do (like the one I posted here last month), but as you can see, it's not user-friendly formatted, has WAY too much info, and lacks the info I need. Also, it appears to be in random order: I Just. Want. A. List. Of. My. Mods- with info only Vortex can give me (plugin type, counts, hex prefix, etc.) So yes, I've tried Showcase as I indicated in my OP and posted examples of previously, and I don't want Modwatch or any other "cloud-based" service involved in my mod list. Thanks for your reply and thank you for Vortex. Believe it or not, I'm a pretty big fangirl of Vortex.
  15. Thanks, Zander, but unless I'm missing something, the dir -n > mods.txt command simply outputs the contents of a directory to the mods.txt file. In other words, it misses the mark on 2 counts: It captures plugin names (which often do not match the mod name) and ignores mods with no plugins It also captures any stray files in the Data folder- readmes, xml files, whatever junk is in thereI can get perfect plugin lists from LOOT. However, a plugin list is not a mod list.
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