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tesnexus8

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  1. Thanks. I can live with it: as you say, the workaround has a downside that outweighs the benefits. I think that tying the fix to *deployment* is the wrong approach (in the abstract, I mean: it's your code, and that may be the only sane place TO do it for other reasons, which I wouldn't know) - removing a mod is a specific action, so queuing the purge task would only happen then (and distinctly so, rather than EACH deployment scouring the entire game tree every time it runs "just in case", which as you say would suck). Assuming you have any sort of queue priority management in there it wouldn't run until the deployment queue was drained (and would then block further deplyoment in return until it completed). If you don't have the right architecture to handle that already though, then yeah: not worth it just for this, as it would be begging to race. Purge is the right answer, I agree, so if we can't have it automatically then doing it by hand is fine - and will be literally effortless for me, because I'll never remember to anyway. :) gl
  2. For anyone interested, I've updated my Better Compact theme with this fix too: https://www.nexusmods.com/site/mods/51
  3. I removed Vigilant SE and two other associated mods (English translation and English VA), and out of curiosity looked for *vigil* still in Data/. It turns out there were a LOT of hits, all in two trees: Data\Sound\Voice\Vigilant.esm\*, and "Data\Sound\Voice\Vigilant Voiced.esp\*". Both trees have a __folder_managed_by_vortex file in them (as well as all the subdirs), and all the mods were installed and removed via Vortex without any manual changes along the way, and also with the "Delete Archive" box checked, if that matters. There are correctly no files IN any of those dirs, other than the "__folder_managed_by_vortex" one, but the trees themselves should have been cleaned up too, and haven't been. It's not a huge problem, but I see that several other mods I've removed over time have also left traces behind that shouldn't be there, and it does start to add up after a while.
  4. Having just run into the same problem 8 years later, on AE, I think this is just one of those Skyrim things. I'd already checked all my mods in xEdit trying to answer exactly the question the OP posed. (Note that Ishara's post - though good advice in general - may be wrong for this particular case, since the journal may be a placed object, in which case you'd need to look for edits to that CELL rather than the QUST). The journal going missing SHOULDN'T actually break the quest, because it's also supposed to start whenever you pick a crimson nirnroot. In my case, the journal is missing, and harvesting doesn't start the quest, so yeah: it's the QUST that's broken. * Nothing has edited the quest. * sqs shows the quest HAS actually started, and is at stage 10. setstage advances through it correctly, but it isn't actually playable. Going back to a save from before ever entering Blackreach is no different. My guess is the quest simply choked halfway through its startup script for some reason, and now it's toast. (If it's Start Game Enabled then that would explain why even an old save can't start it).
  5. In response to post #84206898. #84261903, #84282448, #84347048 are all replies on the same post. It's worth being careful not to get too caught up in the "hand-holding" aspects just for the sake of slavish authenticity (and you are, which is fine, but I wanted to make this point ahead of the clamoring that will inevitably come from a vocal minority). We aren't teenagers with infinite free time any more: even players who STARTED with Skyrim aren't that any more! The sheer pettiness of things like having to waste hours of real actual time just rewalking a path that's already been trodden and has no value left in it from a gameplay perspective (which can potentially happen even in the presence of Mark/Recall etc, if you only have a single mark point and there's a multi-node path that needs to be covered) solely because the idea of fast travel hadn't occurred to anyone 20 years ago, will RIGHTLY be a massive turn-off for players who have jobs and families to deal with now. (Or even just new demands on their "free" time, like Netflix, anti-social media, and thousands of times as many games as there were at the turn of the century). While it's certainly true that a lot of Skyrim is "noob-friendly" for the sake of being attractive to a wider audience, and that the same was true for Oblivion before it, sometimes game mechanics change simply because the new mechanic is better. Oblivion's system of Sneak increasing solely for moving undetected, for example, is simply massively inferior Skyrim's system of increases as a result of successful Sneak Attacks, and all the screeching in the world from Oblivion purists won't change that reality. :) Building a copy of Morrowind is an interesting goal in its own right. But building a version of Morrowind that's actually a better GAME, rather than simply one with a better renderer, is a far more fulfulling one, for both developers and players. Good luck with the project.
  6. I just updated FO4 too, and that has the same problem. (Not surprising really). Again, permissions are fine: downloads\fallout4 shows a "date modified" of 5 minutes ago - but there are no files in it. I'd still blame it on permissions (despite all the clear evidence that's NOT the problem) except that all the other dirs in there like staging are updating just fine. If I ever figure it out I'll post the details here, but I could definitely use any ideas anyone has. Thanks.
  7. @HadToRegister - thanks, but if you read my first post you'll see I already knew about that and handled it as part of the OS reinstall. (Thanks to a thread in here that I read ahead of time). :smile: Like I say, everything is working correctly except this one aspect. @Tannin42 - The mods are actually saved to a different drive. Did you switch to using links for the staging\download? That's about the only thing I can come up with that might cause this. Nope, that's not either: I copied a mod to that drive and installed it from there, downloads\skyrimse still doesn't update.
  8. I removed an old mod (i.e. one that had been installed "correctly" months ago) and ticked the "Remove Archive" box, and it was deleted from staging\downloads correctly. So Vortex is using the right folder: it's just not actually updating it for new mods. I'm at a loss here. Unless this was actually a deliberate change in Vortex, I can't think of anything that would cause it to not be working now.
  9. You know what? This HAS to be Windows just being stupid. Authenticated Users have R/W/etc already, but I'll reset the owner and permissions explicitly anyway and I bet that sorts it out. Wow - nope. Even with explicit Ownership and Full Control for my account (rather than just as a member of Administrators) new mods still don't get added to staging\downloads, and still can't be reinstalled except by manually removing them and then using "install from file" again. :sad: Finally got my brain working and looked at the logs, duh... :P But - no warnings, no errors.
  10. note: I did an OS install too (to W10) a couple of weeks ago, so IDK if this bug is caused by that or the fact that I also moved to a newer version of Vortex at the same time. All the games and Vortex pieces are on a separate drive. In a nutshell, "reinstall" is now greyed out on all my mods in Vortex - EXCEPT, it's only broken for mods I've installed SINCE updating. All the mods I installed with Vortex 1.05 (on W7) work fine. I copied the AppData from the old OS after installing Vortex (1.1.5) and all the other functionality also works fine AFAICT: it's just that the new/updated mods can't be reinstalled and aren't in the staging dir. My staging folder is set correctly in Vortex, and I can see all the mod files in there up to 25 Oct, which sounds about right time-wise. Everything I can see in there DOES have "reinstall" enabled, as you'd expect. The folder permissions are all fine. Sorry, no: EVERYTHING is in there, including a mod I just DL'd earlier today. It's VortexStaging/downloads that hasn't updated since Oct. I download mods through the browser so I can keep them where I want them, not through Vortex. Obviously though that's correctly been copying things into "downloads" until now. Any ideas what I'm missing? Or was this a deliberate change in Vortex to save disk space or something? Thanks.
  11. In response to post #75126508. #75352303, #75688168, #75691253 are all replies on the same post. I've got about 15 mods that qualify, but never got a notice. I'm not seeing any ads though, so it looks like it's all working properly despite that.
  12. @tesnexus8 What you are looking for is here: https://www.nexusmods.com/site/mods/categories/13/ Thanks - I've uploaded the theme for people who just "want something that works" and don't want to wrangle the CSS themselves. :)
  13. Thanks Rattledagger. That's far more clever than anything I did though: I don't use hardlinks for stuff like this, I just copy the files (because it's easier, and it also automatically means I have a backup in case something gets splattered in Data/). I did just run across an interesting comment over here: https://forums.nexusmods.com/index.php?/topic/6355031-a-few-tips-from-the-focus-group/page-8&do=findComment&comment=67171231 IDK how authoritative it is, but: "To summarize: Do not install from file. Always place the archive in the Download Folder and then install from the Vortex mods page." I, of course, ALWAYS use "Install from file", because the archives live on spinning rust but the games and Vortex are all on SSD. I still have no idea why V is looking in that folder in the first place (let alone if that's what's triggering the bug) but it can ONLY be because I've used "Install from file" for files in its parent folder - there's no other action or setting that has ever referenced anything on that drive at all.
  14. Come to think of it, I have absolutely no idea why Vortex is referencing that folder on H in the first place! The mod wasn't installed from that unzipped set of files, and the modified nif was just copied to the game folder with Explorer. Vortex has never been "pointed at" it. So it must be that when something was installed from the "xfer/skyrimSE" folder, Vortex opted to scan the entire tree below that, even though what was installed was a specific archive, ie a single file. That seems unlikely, but it's the only thing I can think of for how Vortex even knew that path with the nif in it existed in the first place.
  15. Thanks Tannin42. :) It seemed odd that there was no way to do that - and there actually "isn't", sometimes, because it can be unavailable in the UI... For anyone else who has the same problem, there's an "Enable Profile Management" switch under Settings. IDK what the default for it is, but if that's off you'll need to enable it to get the "Profiles" section to appear so you can remove a game. (not actually edited, but the forum seems to sometimes remove line spacing the first time I post something, even though it's still there when I edit the post and just have to re-submit it without doing anything else...) :)
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