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Tannin42

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Everything posted by Tannin42

  1. When you had Vortex installed previously, the one-click installer acts as an updater, using the existing install location from your registry. So you initially installed Vortex with the custom installer, installed to F, didn't uninstall Vortex and now you've unmounted drive F. You could clean up the registry key manually but the simpler solution is to just use the custom installer (from https://www.nexusmods.com/site/mods/1?tab=files) again.
  2. Try installing REDMod manually, I think this happens because the extension tries to detect that and then doesn't correctly handle errors if it's not found.
  3. Even if your account is the only one, by default anything you do is still run with limited user rights. To start the command line as administrator you have to find "command prompt" in the start menu, right-click it and select "Run as Administrator"
  4. There is an extension for that: https://www.nexusmods.com/site/mods/88 but a thing to keep in mind is that Vortex is based on chrome for the browser but it's on a slower release cycle so the browser component may be affected by publicly known security issues so you might want to limit your browsing to well known/trusted sites.
  5. The "Content" column in the mods list shows icon indicating whether the mod contains textures, audio, scripts or whatever. "Refresh Content" re-analyses the mod directory to update those icons. If you haven't modified the mod it will do nothing.
  6. Download speed throttling happens on the server, not in Vortex. The people who could help with this aren't likely to read this forum.
  7. That is the expected behavior. Vortex knows about the mods in Vortex's staging and Vortex's downloads folder, nothing else.
  8. Usually I do try to assign feedback with too little information to an existing ticket with a canned response asking for more information. The only tickets I close immediately are those with profanity or threads, those that would dox the sender if published and sometimes messages that we can't do anything about but constantly get reports for - so for example over the last weekend there was a bit of an api outage and the error messages in Vortex very clearly stated that it was a temporary server error yet we got dozens of message about that. I'm not going to spend most of my Monday replying to those individually. But as Picky said: we get more feedback than I can reply to while still doing developing Vortex so feedback can pile up. So currently, if a request is already on the agenda or a bug already known I may leave the ticket in the queue as a reminder but not export it.
  9. Again, sorry mate, but your confusing and problems stem from the fact that you don't understand how modding works and this stuff is being explained in the application. Vortex is doing the right thing, you're trying to do something that makes no sense. You will just get more frustrated until you open up to the idea that the mistake is on your end. The load order for mods only affects how the files are placed in the game directory, it has no impact whatsoever - none, never, 100% guaranteed - on how the game is loading the mod. There is no case, ever, where you need to change the load order of mods that don't conflict with each other. You're asking us to introduce a feature that would do absolutely nothing but waste your time.
  10. You can "filter by current profile", you just filter by mods in status "Enabled", that is the mods included in the current profile. I don't see how profiles could have separate pools of mods but also an option to share mods without the UI become more complex instead of less. You would still have to see all the mods so you can share them but then you would need another indicator to show which profile they are associated with. If we had an option to hide a mod in one profile, you'd still need a way to unhide it if that happened accidentally. If the intention for wanting this is because you expect that to make the UI more clear, I don't think it would actually do that in practice. That "weird number" (hexadecimal) is important if you want to figure out the IDs of items introduced from that mod, that's why we're showing it. That's why locking by index works by the index: The purpose of that feature is to ensure the ids don't change, not for you to manually order the list by your preference.For you as a user you want to look at the load order, not the mod index.No offense but the fact that you don't know what the mod index is kind of reveals what level your understanding of modding for these games is. You demand fully manual load ordering but you clearly don't understand the consequences. You _think_ you want it in the same way a little child thinks it wants to touch a hotplate.
  11. You need Vortex version 1.6.12 or newer, those update the correct plugins.txt files as long as the game directory set is the GOG version (see the ... menu on the game tile to check and click "Manually Set Location" to change)
  12. Guys, if you follow the instructions in the pinned thread, the approach using icacls on the command line uses IDs. With that approach your system language doesn't matter.
  13. What you've shown looks all fine. As far as I know your problem could be a bug in your current version of Windows, a defective or outdated dll not getting updated during a windows update, a windows service not being run, some weird group policy I have no way of knowing is even related. A device driver or security software interfering for some reason. I had even queried Microsoft directly about problems with this sandbox and especially the useless way it's reporting errors. The only reaction I got was effectively "there is a lot going on under the hood, who knows what could go wrong?" MS just doesn't give us any way of figuring out what we should even look at at this point, not through documentation nor error messages nor support. At the end of the day, this feature seems to work just fine for ~99.8% of our users so there is something about your system that sets it apart from most and at this point I have no lead what to look for. Not saying you're doing something wrong, just that something you might have done may have this unexpected side effect. If you ever have some insight what it might be I would be delighted to hear it, maybe we can fix it or at least provide better guidance for other users but for now I can just advice you disable the sandbox and rely on "herd immunity".
  14. Please create a feedback through vortex. Include your log (there is a button "attach special file" on the feedback screen to do that) and tell us which mod you're trying to install - and how. Otherwise there is little anyone can tell you beyond what the error message already suggests: Vortex thinks you're trying to install a Vortex extension, not a mod but then during installation it figures out the archive is not an extension. This could be caused by you doing something weird (e.g. dragging the file into the box on the "Extensions" page instead of the "Mods" page or it could be you're downloading the file in your webbrowser instead of through Vortex and then the server has incorrect data about the archive that then misleads Vortex.
  15. This error (network offline) message doesn't mean Vortex failed to reach some server or something which might be a network/server issue. It means that, according to the backend (chrome), you have no internet connection. As in: the network adapter is disabled or no network cable connected or the local network is not connected to the internet. In this case Vortex doesn't even try to connect to servers because the expectation is that that would only cause timeouts and error messages. Vortex has no reason to doubt what the backend is telling us, the way it's documented it should never produce a false negative, I quote: If you create a ticket through the Vortex feedback system I may be able to build in a "Workaround" that would let you ignore the offline status and try connecting anyway but I _suspect_ it's your Windows or Firewall refusing Vortex access to the network so nothing Vortex does on its end would help.
  16. It's not like we had a great choice in any of this. The decision to introduce a mod format that requires a c# compiler to be installed on every user system to support it was made with FOMM, The choice _we_ have is to either depend on .NET or not support installation of some of the most popular mods. c# is a fully featured programming language so our choice is to expose you all to security issues or to require a sandbox that then may cause further issues for a small number of users (see below). Microsoft decided to drop the sandbox that was previously used from .NET so our choice is to stick with a .NET version that is no longer updated or to find a new implementation for the sandbox. Microsoft decided to no longer ship the new .NET versions with the OS so our choice is to ship .NET with every update increasing the Vortex download size by half for every download of every update for every user or ask you to install it on demand once. If this did not work correctly then one of these happened: The Microsoft updater didn't work correctly and you have a corrupted .NET installed so our choice is to inform you and ask you kindly to unbreak your system that we didn't break or let you figure it out yourself. and/or You chose to mess with your windows setup, messing up your file permissions on your program files directory so our choice is to inform you on how to unbreak your system that we didn't break or let you figure it out yourself. Just to make something clear: Based on our data, probably around 99.6% to 99.8% of our users had no issue whatsoever and this experience was seamless. This is not something most users experience and if you need this, especially the latter part of these instructions, you're not innocent of being in this 0.x% group, whether you accept that or not, we are not responsible for how you maintain your system. So before you complain about a response that you may not feel was perfectly polite, maybe also take a moment to appreciate the amount of time being invested into helping such a tiny tiny user group for their self-inflicted pains and how frustrating it may be to then get this kind of cr*p back. You're welcome.
  17. umm, no? The data directory also contains the base game data.
  18. Could you send in a feedback from after that error occurred with your log file attached? Genuinely, when errors like these happen all we get from the framework (node.js) is a numeric code that is documented as "Input/output error. Usually used for physical read or write errors." - In practice though the framework use that same code for different "similar" problems depending on context. All I can really know is that "The file doesn't exist", "The disk is full", "The file is locked by a different application" or "User has no permissions to open the file" all would have produced a different code. Hence if the log can tell us which file exactly the problem is and what exactly Vortex tried to do with it maybe I get an idea of what else could go wrong in that situation.
  19. Thanks for getting back to us with the solution. If you're using Vortex exclusively to mod your game you should probably not back up the game directory but only the vortex staging/downloads/appdata directories. With that, if your disk actually fails, you can install the game from steam, deploy your steam mods again and you should be back where you were. Many backup tools will treat the hard-links we create in the game directory as separate files, wasting a lot of space in your backup. Or completely drop the ball I guess...
  20. "Recently Managed Games" lists the three last games you managed before the current one so you can quickly switch between them. If you have no use for that because you're only managing a single game you might as well disable the dashlet.
  21. What are you doing? Did you install Vortex to your skyrim se data directory???
  22. To clarify: Technically the location of the game is only indirectly relevant, what matters is the application directory of Vortex itself and .NET and then the staging folder (settings->mods). If you're modding bethesda games or a few others you will definitively have set the staging folder to be on the same drive as the games though. If you can successfully install mods for games with the staging folder on not-C then that rules out the application directories and it's indeed the staging folder that is the problem. The necessary access rights for the Vortex app directory are given by its installer, the access rights for .NET are given by default on windows (unless user "mis"configured the system, see pinned message), the access rights for the staging folder are given by Vortex at runtime. That requires your windows account to own the staging folder but that will usually be the case because Vortex creates that folder for your account. So the only way I can see that the pinned fixes wouldn't work but only on one drive but not the others is if the staging folder there isn't actually owned by your account. So either you have a second windows account (could also be something like a dedicated admin account) that created that folder or you moved that folder from a different windows install and didn't update the owner.
  23. Ok, so first: It would help if you were more precise telling us what's happening. Am I correct assuming that you're getting the in-game message going "This save relies on content that is no longer present..." ? Because that doesn't mean "mods are missing" necessarily, it means plugins are either missing or disabled. For the purpose of trying to diagnose your problem it's important to know whether actual files are missing from disk, as Picky assumed in his reply, or whether the plugins have merely been disabled. It would also be important to know if you're getting further messages, e.g. about "external changes" during deployment. If Vortex were deleting files, a re-deploy wouldn't fix it because Vortex would be deleting the actual mod files. If a redeploy fixes the problem, that means only the link in the game directory was missing. Vortex itself only ever touches those during deployment or purge. So it's definitively not Vortex removing individual links. However, if an external application was doing it, Vortex would notify you. So you're either leaving something out or no files are actually going missing and it's more likely that your plugin list (plugins.txt) gets modified. That file is found in "C:\Users\<your windows username>\AppData\Local\Fallout4" and if Vortex was the application that last changed it, the first line will say "# Automatically generated by Vortex" If it doesn't then either the game launcher or another modding tool you're running and "forgot" to mention has changed - and potentially left out - plugin files. Some tools (e.g. Mod Organizer) identify themselves when writing that file in the same way, others (NMM, the launcher) do not.
  24. It doesn't work for games that are supported through third-party extensions because those aren't even installed yet. Please just click the "activate" button and follow the instructions
  25. Anyone can create a collection but currently Vortex is the only tool for that and it doesn't support Mass Effect 3.
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