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Grestorn

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Everything posted by Grestorn

  1. PirateBootyleg: You might not be aware that Steam has to be running for Skyrim (or any other Bethesda game) to start. Usually, if you start the main .exe, this is done automatically: If you start SkyrimSE.exe, and Steam is not already running, SkyrimSE.exe will start Steam and then shutdown itself. Steam is instructed to start Skyrim, so everything works seemlessly. However, if you start skse_loader.exe, the same thing happens - only that Steam is always starting the base game without SKSE. To get around this, start Steam first and let it run in the background. Then start skse_loader to start Skyrim in SKSE mode. By the way, that's completely unrelated to Vortex.
  2. If you disable a mod (you don't even have to uninstall it), all files, lose or whatever, will be removed out of the game folder. Most mods can be uninstalled savely. If a mod comes with plugins (.esp files, which are listed in the Plugin tab) disabling the mod will leave residues in the save game. But even this usually doesn't cause any problems. In rare cases you can see some unintended side effects which can be resolved by cleaning up the save game. Only very few mods are "one way", i.e. cannot be removed from a saved game after using them. That should ALWAYS be noted in the mod's description, though.
  3. How many mods do you have? Where's your game installed to? Where is you mod staging path? What kind of HDD do you use for them (a SSD, HDD or maybe even a network path)?
  4. What options are you talking about? FOMOD options (i.e. the dialog that shows up when installing a mod) should reappear when reinstalling a mod (no need to uninstall). In game options though, are a different thing. Before I go further into that, I have to understand which options you're missing.
  5. Umm... One question: If NMM asks you whether to "overwrite files..." when installing a mod... and you refuse to answer that dialog, because you don't know the correct answer and you can't be bothered with figuring out what the tool wants from you. Well, you know what? Unless you answer that dialog, you cannot go on either. It's just the very same! You have to resolve the issue before continuing. So you're complaining about something that's an inherent problem with modding. Get over it. The only difference between Vortex and NMM is, that you're actually allowed to install mods and resolve the conflicts later. But you have to resolve them either way! This whole thread just proved that you guys really have no idea what you're doing. @Tannin: I have a recommendation for you: Add a simple "auto derive install order" option for people who seem to be unwilling to deal with the install order. That option would react like the "Overwrite all" option in NMM, i.e. each new installed mod automatically overwrites all previously installed mods.
  6. Side-by-side configuration errors are usually caused by certain DLL or other shared components in Windows which are missing or invalid. Try to resinstall Vortex from scratch. If that doesn't help, I'm pretty sure that your Windows installation is really damaged. Properly by some tool which was supposed to "clean it up" (CCleaner or something like that) which is notorious for damaging installations. NEVER use such tools!
  7. As have been said countless times: It's not adised to try to convert a complex mod config from NMM to Vortex. NMM didn't log properly what it was doing, so such a process will likely fail. Still, since Vortex can read all plugins from save games, it's really not that hard to restore a working config with a bit of work and knowledge.
  8. Being beaten to death does not make it an invalid topic. Setting rules alone is sometimes just not quite good enough. I realize that some of my problems may just be my not quite understanding how this system works. Don't get me wrong, I actually like this mod manager. I like how it lets me know exactly which mods are in conflict. I don't particularly mind setting the rules. What I do mind is the process of trying to find out HOW to set the rules for your particular set-up in the first place. There are conflicts that LOOT sorting alone will not catch. For example what if it is not a case of one file directly overwriting another file of the same name? What if it is a single rule within a file that overwrites a rule in a theoretically unrelated file. It has been my experience that some body mods make changes both male and female bodies when it is only related to male or female body type but not both. This in and of itself is not beyond being able to correct through the use of rules but you still need to find this conflict. Not too long ago I had to spend the equivalent of a full day trying to locate such an error in a very long list of mods. (Please don't ask me what the mods were. I don't remember right off the top of my head and can't go through the mod list right this second just to find them. The game was Skyrim.) Even the LOOT page says that it doesn't always give the best load order Overwriting is something else than the load order. Overwriting a file is dealt with the Install Order, not the Load Order. Read this for the details about these: http://wiki.tesnexus.com/index.php/About_Load_Orders To manipulate the install order, you have two ways, which are both described in detail here: http://wiki.tesnexus.com/index.php/Managing_File_Conflicts In case I misunderstood you and you're actually not talking about overwritten files but records (in the .esp file), then that's a different issue. There's no way to pick from individual changes made by different plugins, you have to decide which to overwrite which - it has always been like this, idependently from the mod manager. To resolve such a problem, you'll always have to use xEdit to create a patch yourself. But that's really advanced and I'm pretty sure that's not your problem.
  9. Don't sweat it. Happens to all of us. And is infinitely better than all the ignorant bashing that's going on everywhere these days.
  10. I've never used the InstallOrder number for mods, and honestly I don't even know what it really stands for. But why don't you just sort by Installation Time? That's what I do and isn't that actually what you're looking for?
  11. Well, why don't you just put the Mod Staging directory on the same drive as the game? What exactly is the problem here?
  12. In Vortex you can click the button "Check for Mod Updates" on the Mod tab. It will take a while, when it's finished, a notification will pop up. Then all mods with updates are listed in orange in the "Version" column. You can use the same column to filter, so you only get to see the mods that have an update. In nexus you can list all the mod's you've ever downloaded in the "Mods" drop down. Here's a link: https://www.nexusmods.com/skyrimspecialedition/users/myaccount?tab=download+history
  13. With what dialog in Vortex are you searching for the game? If you use the "Manual Select Location" button in the game detection dialog, you actually have to select a DIRECTORY, not an exe file. That's why there are no files displayed in the selection dialog, you only have to navigate into the game's folder and press ok there.
  14. Sounds like you didn't install your mods through Vortex, they're still in place because of another mod manager, who put them there.
  15. Check the Extensions tab, if there are any ectensions which are not enabled. Sounds like there might be some of them disabled for some reason.
  16. What exactly do you mean when you write 'nothing is hapenning'? What exactly have you done and what happened?
  17. I just wonder why it's working perfectly for so many people for month. It must be the secret private version, that's actually working, which was only distributed to us! That's it! :) Really, all this hate and bashing, just because people have problems getting used to a different and (not so arguably) much better approach...
  18. That's also the thing I wonder about, why do you think that Vortex is garbage? I'd wager a hefty sum that your judgement is just based on a misundertanding of how Vortex works. One thing is clear, though: a migration of a working complex mod installation from any mod manager to another is very problematic. Especially since you just cannot replicate what NMM did in the first place - as it was just never properly logged by NMM. So it's always a good idea to start from scratch. But in your case, with FNV:NC this seemed to be the case, So what's your problem really?
  19. exFAT doesn't support Hardlinks. That's a problem of this totally outdated filesystem, not Vortex. With the exception of SD cards, there's really no reason to use exFAT. If you complain abou the lack of exFAT support, why stop there? Vortex should also support FAT with 8.3 filenames, shouldn't is? Over the board? Why, what's the difference?
  20. If you don't have any other Fallout 4 game installed, Vortex still asks you each time if you want to install a mod for FO4 VR, which is actually pretty superfluous. But for me that's onky a minor thing. Still, an option that would skip that dialog, so that a mod is always installed for the currently active game would be an improvement.
  21. First of all, don't confuse the LOAD ORDER with the INSTALL ORDER. The install order is managed on the Mod tab, the load order on the Plugin tab. Read about the difference here: http://wiki.tesnexus.com/index.php/About_Load_Orders What practically all mod descriptions are talking about is the LOAD ORDER. But that's managed by Vortex automatically, you just don't have to concern yourself about that. Just disregard the mod's description on that. Only in VERY few cases you need to change any of the automatic load ordering. What you have to manage, though, is the install order. That's what you did in NMM by chosing the proper order in which you installed mods and chose "Overwrite" some or all files. In Vortex you can change that on the fly without having to reinstall the mods. Please note that the install order usually only affects the looks of the game (which armor gets precedence, for example, if you have multiple mods changing the same armor) but doesn't have any effect on the game's mechanics. That's why the install order is not that much of an issue, usually. Read here about install order, its effects and how to change it: http://wiki.tesnexus.com/index.php/Managing_File_Conflicts The Dashboard tiles cannot be resized. The current version of Vortex tends to become unresponsible if you don't use it for a while (seems to be a new issue). So it's not the close button that's not working, it's just that Vortex takes a while to become responsible again. At least my guess here. Since you don't even have to start Vortex to start the game in the first place, I don't see much point in it closing when starting the game, either.
  22. So you can start bodyslide now? DId you install and enable CBBE? How does your "Mods" tab in Vortex looking like? Just make a screenshot and show it here. Are you starting BodySlide from within the data subdirectory? Not on some other place, then it wont find anything.
  23. A mod can add anything, like textures, meshes (3D models) etc. without actually changing any game mechanics. In that case, a mod doesn't need to add a plugin. As soon as a mod does more than simply changing textures or meshes, it usually comes with one or even more plugins. That's the short version.
  24. Mods and Plugins are not the same. There are many mods which don't add a plugin. Check the Plugin tab to see all the actual plugins you're using.
  25. Switching from user to shared operation: It's done like this on purpose and that's a good thing. If you want to move the config data from user to globally managed, you can do so. If the tool would do that by itself, it would most certainly cause serious grieve for people who don't understand what's happening. The way it is, the operation is save in either direction.
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