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MaliceGFS

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  1. --- Description --- The ability to filter plugin files from installing into the game directory --- Why it should be added --- Some mods come with optional plugins that come with the main download this would also be useful in the case a particular plugin is obsolete in your set up. An example of this would be the unofficial oblivion patch that comes with an UOP Vampire Aging & Face Fix.esp which is if your using the equivalent tweak in the bashed patch for oblivion it completely makes the UOP Vampire Aging & Face Fix.esp completely redundant and not needed. Taken from the advanced readme for wrye bash that can be found here: https://wrye-bash.github.io/docs/Wrye%20Bash%20Advanced%20Readme.html#patch-tweaks --- How it would work --- 1) It would work similar to the feature already present in wrye bash (esp/m filter) and mod organizer (optional plugins) Note: I'm aware that you can simply delete the files you don't need as such this feature request is more oriented towards less experienced users.
  2. --- Description --- The ability to automatically import any external changes made to an individual file(s) or a mod as a whole. --- Why it should be added --- Some mods such as perkus maximus and skyrim redone come with a dynamic patch file that gets automatically modified everytime you rerun the patcher, this feature would be a qol improvement as the user would not have to import the changes every time as there would most likely never be an instance where you would want to revert the change to the dynamic patch file. --- How it would work --- 1) The user marks a mod as automatically importing external changes by opening a context menu, button, etc that opens a list of files that came with the mod and allows the user to pick which specific file(s) they would like to automatically import external change for as well as mark the entire mod as a whole importing all changes to all files. 2) There should be an icon on the mod or something so the user can see at a glance what mods have had a file(s) or which mods as a whole have been assigned this behavior.
  3. This is not the same as the already requested feature https://github.com/Nexus-Mods/Vortex/issues/407 --- Description --- The ability for the user to toggle a watcher for the data folder for all elder scrolls and fallout games that will take note of all new files and directories that were added to the data folder, upon disabling the watcher, present the user with the option to create a new mod out of those newly created files and directories or merge them into an existing mod. This feature would be very similar to the feature already present in wrye bash except it would also have the ability to merge into an existing mod (picture taken from the advanced wrye bash readme): --- Why it should be added --- It would allow mod users do stuff like use oblivion mod manager to install mods with omods have vortex make a new mod out of the installed mod from oblivion mod manager and then delete it from oblivion essentially importing mods from other managers that support formats vortex does not. Another really big use from this would be for mod authors to keep there workspace cleaner by allowing the manager to manage all there assets so say a mod author is making a mod with tons of loose files and has multiple mods like this they could just deploy it to the directory and remove everything else that they don't need and vice verse when they want to play the game or work on another mod. --- How it would work --- 1) The user toggles something to enable watching the data directory 2) The user does there thing (either mod making or using another manager like obmm, etc) 3) The users untoggles the feature and vortex makes note of all the newly added files and directories in the data directory and prompts the user on whether they would like to create a new mod out of those new files and directories or merge them into an existing mod.
  4. Where is AppData folder located? If you need more information, I will help as much as I can. I'm running on Windows 10, SSD, Vortex is installed in Program Files (not Program Files x86)/Black Tree Gaming Ltd/Vortex/...everything else. Even though it still won't start, all its files are there, with both the launcher and Uninstall.exe. I tried installing the 16.8 version from GitHub, as suggested in several places here. It all went well, it launched and I could see all my mods are still there. It prompted me to update again, as if nothing happened, and of course I declined. This was during working hours, so I couldn't start my game right away to check it, and I exited Vortex. The pop-up window came out right after I exited, asking me whether I want to allow Vortex to run. I thought it was trying to launch again, so I clicked "Yes". But it didn't start. This was actually the friggin' 16.10 update forcing itself upon Vortex, even though I declined it. And it all went back to the old broken state, aka dead. Btw, the only game I'm starting trough Vortex is Skyrim SE (1.5.53 - the latest update). I run these through the Dashboard: SSEEdit, FNIS, SKSE64, BodySlide, TOOL. I installed Vortex the first time on September 14th, while it was still in Alpha. I installed other updates the same as this one, when it prompted through the mod manager, and I didn't have issues with them. The only issue I ever had was some false warning pertaining XPMSSE and SkyUI, but it got fixed fairly quickly. An easy way to access appdata would be to go into the search inside the start menu if your on windows 7 or use the search bar/button on your taskbar right next to the start button if your on windows 10 and type %appdata%.
  5. it depends on the installation of MO. MO1 was portable only and kept the saves inside of its own directory by default (the profiles folder to be more specific), MO2 can either be portable and save everything in its own directory by default (similar to MO1) or use instances and save everything in a ModOrganizer/Game Name folder inside the users appdata directory with a profiles folder inside there containing the users saves. (this is all assuming the user did not move the paths) This only applies if you checked the local save games option for that particular profile in MO. Edit: I meant to reply to HadToRegister (accidently quoted the wrong post)
  6. So this might be a dumb question but for feature requests would it be preferred if I use the github issue tracker or this forum or both? I really apologize if this has been answered before it's not my intention to waste anyone's time. I just want to find the most optimal manner for the devs to be able to track given feature requests as i've seen both being used in that manner.
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