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ehf111

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    Skyrim, Fallout 4, Space Engineers, No Man's Sky
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    Skyrim

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  1. In response to post #64272421. #64273976, #64275121 are all replies on the same post. Well said pefragoso ... I too jumped on Vortex alpha and never looked back. I used NMM for a very long time and while it was terrific back in the day it was certainly time to move on. Of course Vortex must be approached with an open mind as it is not the same old NMM in a new wrapper. I would consider myself an advanced NMM user but to me the Vortex learning curve was very simple to navigate. I agree completely with all of your 5 points. Additionally, the thing that hooked me was the little things. So many times while using NMM I would think how great it would be to have this or that simple feature. For example, the fundamental ability to sort data by column. Doesn't sound like much but when your trying to manage 230 mods it really is super helpful. The other thing is problem solving. NMM definitely required "tribal knowledge" to effectively correct issues ... Vortex has problem solving capabilities light years beyond NMM. Problem solving is so fast that you'll spend more time in game as opposed to more time in the mod manager. So, I hope all will keep an open mind and try Vortex, being sure to stick with it long enough to transcend the learning curve, which as I said above, is not difficult at all. The reward is a much more stable game and more time to play it. Thanks to the entire team and especially Tannin for delivering a truly forward looking, state of the art product ... well done.
  2. When I first started using Vortex I wondered about the same thing ... over 200 mods, plugins galore and a self researched load order heavily reliant on mod authors advice and lots of experience. NMM and MO are definitely "some assembly required by user" tools. You load in a bunch of mods, use author's advice, your experience, and the output of ancillary tools (xEdit, Loot etc), generate your merge patch cross your fingers and launch SKSE. I think that many times mod authors are conservative with load order advice. They simply want to avoid conflict and maximize user experience. But I'm sure that if your collection of mods is like mine you have many that advise "must be at bottom of load order". These tend to crop up if the mod is aimed at a very popular spot that has tons of available mods and a very high likelihood of several mods looking for the same resources. So the safe bet is just put it at the bottom. Well, they can't all be at the end. Then I started using Vortex and quickly realized that those mods did not really have to be at the bottom, they just need to be in the right order in relation to mods competing for the same files. On day one of my Vortex experience I could not wrap my head around the funny line diagram on the plugin page in the "Manage Groups" tab at the top but I know believe it ties directly to this load order topic. I've just started to experiment with it and it makes a lot of sense. It seems to visually depict this concept of correct arrangement of related mods within a group ... then it seems to suggest the best general arrangement of the groups. In the past I had several mods that would instantly CTD Skyrim unless at the very bottom of the NMM load order. Well, now they are all over the load order and working great and instead of a bunch of disjointed tools it seems as though they are targeting integration of those tools with far less user expertise required. I think the bottom line is this, like most new innovation it will require new thinking and approach. The development team is challenged to bring us the future of mod management not the same old technology in a flashy new wrapper. To me, Vortex is a complete departure from the previous generation of tools that were largely conduits used to funnel content into a game with a healthy dose of "buyer beware". I view Vortex as more of a problem solving tool ... and an efficient one at that. I've never been able to solve problems as quickly as I can with Vortex. To me, Vortex is on track to be a gigantic leap forward ... most impressive indeed.
  3. In response to post #45164085. #45177030, #45180970, #45190555, #45193160, #45218770, #45220400, #45243450, #45244265, #45377570 are all replies on the same post. Well done MrJohn for delivering respectful criticism as opposed to the "internet cloak of anonymity" vitriol that is, unfortunately, all too common these days. It actually caused me to completely read and consider your thoughts. That said, I look at this a little differently. It all strikes me as inevitable evolution with a dash of human resistance to change sprinkled in for good measure ... not necessarily a bad thing. Considering Nexus, I think the emerging path forward is a good one. More diversification of content, new features etc ... to me signals that Dark0ne and his colleagues are seeking to deepen engagement with a growing audience. I trust that many new content elements will be tried in the future ... some will stick, some will not and hopefully all will consider our input ... all of us. Content forums that stagnate will die while those that try new things will continue to flourish. As a quick aside to the "new features" discussion, I think Mr. Dave's idea for a "modding 101" content area is a fantastic one. I can even envision "modding university" with basic/beginner, intermediate and advanced content sections. To the YouTube side of things ... perfect example of "environment shapes behavior". The Titanic shift in the rules of the game imposed by Google has shaped content creator behavior. But wasn't this also completely predictable and inevitable? Google is not a "bad guy" here either. At the end of the day YT is a business and had to be transitioned from the early "Wild West" days into an actual business. No different from Nexus ... the desire to grow membership means ongoing development of new and diverse content, which means more Nexus people needed, which means more mouths to feed, which means it needs to be operated as a business albeit a fun business. Last, your example of Gopher is interesting ... I was a very early subscriber and he continues to be one of my top (probably #1) favorite YouTuber. His lets play style is the best in the business ... how could anyone not like Gopher. But interesting in the sense that if we focus on one aspect of YouTube behavioral shift ... let's say Patreon ... he illustrates that there is a very wide spectrum of new behavior. On the one hand there is Gopher representing the group that is evolving along a path of robust, up to date content with a respectful, understated Patreon approach all the way to the other side where the is a bunch of sites that have devolved into something that is tantamount to the digital equivalent of sitting on a street corner with a tin cup or worse yet, an out and out hustle. To me all of the above evokes the image of a shark ... swim or drown
  4. Under the heading of "the only thing constant in life is change" both Tannin42 and the announcement of a new, higher functioning MM are most welcome. The extreme lengths to which the dev team has gone to keep NMM functional has been obvious for some time ... a big thank-you to them. And now it's time to move on ... this is the right decision and to me is fantastic news.
  5. Particularly looking forward to improved and streamlined search function. New placement makes it far more visible. As long as the engine indexes for case IN-sensitive search and returns results on misspelled query's it will be perfect. As far as the rest I have no further comment other than it is easy to see that a tremendous amount of work went into this effort and the result looks fantastic ... can't wait to use it. Great job ... love the redesign. Thank you to the entire team.
  6. Well, we both know what is usually responsible for your troubles ... load order. The only other thing I can recommend before you mess with your load order (I assume you've run LOOT) is to re-validate your game files through the "Properties" dialogue on Steam. I have almost as many mods and re-validating the files has worked in the past ... it's not guaranteed but might work. Just remember to check any .ini files that you tweaked to make sure that Steam did not revert the files. Good luck
  7. Assuming your trying to use F4SE build 0.1.19 with FO4 beta 1.63 try installing F4SE as normal. Then run the F4SE launcher once (your game will probably CTD) then try to enter the game a second time but this time using the regular FO4 launcher (not the F4SE launcher the second time). By using this method yesterday I was able to enter the game with both F4SE 0.1.18 and 0.1.19, although some scripted mods did not completely function using 0.1.18 ... one example is one of my favorite mods Place Anywhere. However, the mod author (TheLich) is extremely diligent about updates and had an update up already yesterday and the mod now works. Hope this helps
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