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Grestorn

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Everything posted by Grestorn

  1. Not all mods have a customize dialog, in fact, most don't. So that's pretty normal. To enable or disable plugins, you can check the "Plugins" tab. If a mod comes with plugins (i.e. .esp files), they usually get enabled automatically. Only if there's more than one plugin in a single mod, Vortex will ask you if you want to enable all of them. Just make sure that the plugins are all enabled on the Plugin tab.
  2. That means that it found your game, but cannot mod it, because you haven't set the "mod staging path" onto the same drive as the game. Correct that and it will work.
  3. Vortex can only remove mods from the game which were installed using Vortex in the first place. It will not remove any mods put there by any other means, i.e. manually or using another mod manager. So I recommend deactivating all mods in Vortex (you don#t have to uninstall them, removiong is enough to remove them from the game) and then restart with a clean game installation (in Bethesda games that would mean delete all subdirectories in Data, deleteing all .esp files and all .esm files which are not part of the base installation - i.e. Skyrim.esm and the DLCs. Then do a "file verification" in Steam to ensure that all files are correct and any file you might have deleted is also restored). Then you can just enable the mods you like to have. If you want to restore all plugins you were using in the a save game, you can also ask Vortex to restore the list of plugins from a saved game.
  4. Well, ok, the only thing that could have changed is that you've installed a newer version of Vortex itself, because the check if there are still conflicts and to deny to start the game because of that, was just recently added, if I'm not mistaken. That still doesn't change the fact that there are conflicts and that until you resolve them, your mods are just not properly installed.
  5. Is there any other tool blocking Fallout.ini? Like a config tool, the FO-Launcher or another modding tool? Maybe just try to restart (or logoff/logon) your system and start Vortex only? You should NOT force Admin rights on Vortex, ever!
  6. Correct. And that's exactly what Vortex does. The DEFAULT is in the profile, but you can set the path to whereever your want. Nobody said anything else. No, it's not a hardlink, it's just a setting in your profile (you can set most profile directories to point to another driver with "Change Location"). You cannot move the profile itself or AppData, however, unless you use a hardlink. Which is REALLY discouraged, by the way. You complain but you don't want to read the documentation, which is prominently linked into Vortex itself by the way. Telling. This sentence doesn't even make sense. And I don't see the point in regards with Vortex at all. People can put their data wherever they want, of course, noone denies that. I just said, that FORCING certain stuff to be handled other than the OS does it by default, is a bad idea. But even though you're complaining about a product, you don't even understand it in the slightest. Well done. That's the way to get help and attention, well done! Wow, what a great alternative. Tannin, throw away all your work, Netherworks came up with a solution, that's infintely better than yours! Backuping up and restoring your clean installation! That's so much better! That you couldn't think of THAT solution! Ah, now the solution is bad because there could be a bug. I understand. That's why it's better to place the files directly into the game directory. Obvious. AGAIN, since you obviously didn't read it: NMM USES LINKS, TOO! I only see one person stomping here. All you wanted was to rant and flame around, but instead, you fell flatly on your nose, because all your issues were just caused by yourself. No go and pity yourself.
  7. You click "Enable"? Enable is a toggle (between enable and disable). You just leave all your mods "enabled". To (re)deploy all mods, you just have to click the "Deploy Mods" button in the top icon bar.
  8. The red flash icon doesn't deploy - it allows you to resolve file conflicts (if multiple mods provide the same files, you have to tell Vortex, which mod to use for those files). If you correct conflicts for all your mods (which you must do!), all the red flashes should have changed to green and the deployment should work fine. Read about this procedure in details here: http://wiki.tesnexus.com/index.php/Managing_File_Conflicts
  9. For me, that's already a contradiction. Being an "advanced computer user" and then fighting standard Windows mechnisms just doesn't fit. More like "I've done it always like I wanted, and f*ck Microsoft to tell me where to put my stuff." And of course "I don't care to check if there's an official way to put Documents onto another place if I don't want them on C:" I guess, in Linux, you also put all your data outside of /home/<username> because f*** those guys forcing you to put your data in some predefined folder... Advanced Computer Users would know what hardlinks are. NMM used hardlinks, too, by the way. It's not Vortex's purpose to explain computer technology. For why this is used, check Vortexes wiki pages: http://wiki.tesnexus.com/index.php/Deployment_Methods Because it's a bad idea to copy files into the game directly. You "pollute" the game installation, you have no way to know what was part of the original game and what's added by the modding tool. Also, you would not easily be able to change the install order (which mod provides which file) in case multiple mods provide the same file. And, finally, it would be a waate of HD space. Using links allows the file to be listed at several places on your HD while only taking space once. By the way (once again), NMM also used hardlinks to "blend" in files from its "Virtual Install" folder into the Data directory. Never noticed that? Well, you should have, as an advanced computer user. Quite the opposite, actually. This helps keeping things organized, for both advanced and casual user. Don't try to fight it, understand it, and use its advantages. Just like with the Windows standard folders. Fighting the system will always cause you a lot of sorrow, comes with disadvantages and problems. It's just not a good idea. Unless you deploy a mod, it resides in the Mod Staging Folder only. Deploying means, that its files are linked into the game's Data directory. Not necesserily ALL the mod's files, depending on the install order rules, some of the files might be taken from other mods. In NMM you'd have to reinstall the mods if you want to change the order in which the files are overwritten. In Vortex you can simply change a install order rule and Deploy again. Very simple. Also "Purge Mods" will clean up your whole game installation. All mods installed via Vortex will be removed without a trace. And a click on "Deploy" will reinstall them all - in the correct order and with the correct files. Isn't that beautiful? I think it is.
  10. Refreshing Windows is like a spring cleaning. Yes, it's a couple of hours of work, but it's also worth it, in my opinion. But, you should know what you're doing, of course. Or ask for help.
  11. Don't move the esps by hand, just because someone tells you. Vortex gets it right by itself in almost all cases - it uses LOOT internally and the LOOT masterlist is very well supported. Even if Arthmoor himself doesn't want to believe that and fights it with every fiber of his being.
  12. What setting did you change? And why are you asking here and not in the NMM support forum?
  13. Start NMM in administrator mode and use its settings dialog to activate it's handling of Nexus' downloads.
  14. I guess, it would be a better idea to create a bsa version of ASO. It's really not a good idea to have a mod with this amount of lose files, that's what .bsa files are for. I wouldn't install it manually, because it would be a lot of work to uninstall it again.
  15. It's hard to diagnose that, because I don't use the "Compantions: Don't be a Milkdrinker" mod. I've just read it's description. If its supposed changes don't reflect in the game, you should check these: - Is the plugin actually enabled in the Plugin tab (happened many times that even though the MOD is enabled, one of the plugins remained disabled) - Is there any other mod changing the behavior of the Companions or their quests? Or any follower behavior patch? If so, just try to disable them to check if that makes a difference. If it does, then make sure that they are loaded BEFORE your Companions plugin. That MIGHT help, but sometimes mods are just not compatible. - If you can't think of any mod that could conflict, you can always use xEdit to find out, which mod is overwriting the records of "Companions". But for that you have to put some time into learning xEdit. - Another brute force method is to disable all mods BUT your "Companions" mod. It should work properly, then. Then enable the other mods (in batches, always try if it's still working after enabling a couple of your mods) until you find the culprit. The issue with Skyforge and the texture mods is different, because this is caused by the INSTALL order, not the LOAD order. I'm not sure if I really understand what you mean by "I look into the tools". Where are you looking exactly?
  16. I think the best course of action would be to refresh your Windows installation. How this can be done depends on your Windows version. But this *will* be some work. You will keep your documents, save games etc., if done properly, but you'll have to reinstall all your tools, applications and games.
  17. Blue Screens are *never* caused by a standard user application. Only broken drivers and other system level code can cause that. So if you experience blue screens out of the blue :smile: then your system is somehow broken. Maybe because of some broken software (driver, virus scanner, or even an actual virus) or because of a hardware failure. You need an expert to take care of your system. Either to reinstall it from scratch and/or to diagnose the hardware.
  18. Don't put you mod staging path anywhere INSIDE of the game itself. Use some other path on D:, like D:\Vortex\ModStaging\Fallout4
  19. Read this about the difference between install and load order: http://wiki.tesnexus.com/index.php/About_Load_Orders
  20. This is literally as simple as I can make it. Days ago, there was no problem. Nothing changed. Suddenly, there's a problem. Do you see what it is now? No mods were added, no mods were activated/deactivated, installed/uninstalled. There's no reason Vortex should have been like "hey no this won't work now" after it working exactly how it was for a month, and even less of a reason for Vortex to decide whether or not I should be allowed to play a game I legally own that I didn't buy from Vortex or its owners. Yes, you changed something. You changed to another mod manager and practically reinstalled all your mods. And when you installed all your mods the first time in NMM, you DID resolve the conflicts. Each time, when you answered that "Overwrite files" dialog. Vortex has no way to know how you answered that dialog when you used NMM, since NMM doesn't keep track of that. So it cannot use that information. You have to tell it again - or stick with NMM.
  21. And if people would just forget about that stupid "put my mod at the bottom of the load order"... That's just the cheap way out for the mod author to get around any issue with other mods overwriting the same records. It's just bullshit. As soon as a mod author writes that, I cannot take him seriously anymore.
  22. Maybe the fomod is broken or Vortex doesn't handle it correctly. Best idea would be to create a Feedback from within Vortex so Tannin can check if that's the case.
  23. This seems to be an issue with the mod itself, not Vortex. After the mod has changed the settlers, it might not be able to change existing ones again. Are you sure about the reflection thing? I don't read anything about that on the mod's description. Also something you might want to ask in that mod's discussion board.
  24. The load order of bsa files are determined by the load order of their respective .esps. And loose files are always overwriting bsa files, no matter what. So the only thing would be an option to unpack bsa files. Actually, that's why mod authors should give the user the option to use loose files or a bsa
  25. Good idea. Never even realized that the install order rules are used to create a linear sorted list of mods, but it makes sense I guess.
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