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Tannin42

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Everything posted by Tannin42

  1. The vortex_backup is the original game arc, we need that file so we can correctly merge upon redeploy. Please don't play around with this, you are bound to break something that can then only be fixed by re-installing (parts of) the game.
  2. Ok, this is fun. So the problem has nothing to do with mod merging at all. The actual cause is a broken categories setup on the site and the fact that Vortex can't deal with that. There is a category that was supposedly deleted (doesn't show up on the site or admin tool) but the API still reports it. That category is set up to be its own parent (parent in the way that a category "Items" could be parent for cateogries "Clothing", "Armor" and "Weapons"). This sends Vortex into an endless loop. Since this is partially a backend problem I don't expect this to be fixed on the site right away but also since the categories are copied in Vortex that wouldn't help users who've already run into this anyway. Vortex will have a fix in the next release (1.6.5) but 1.6 is still in Beta atm. For a short-term fix you could avoid the category (Visuals and Graphics) for the mods in your collection, just change them to some other category. That way new users of your collection won't run into this issue. If you're already affected (as in: You can't open the mods page) the only solution I can offer is: 1) open a windows command prompt 2) type cd C:\Program Files\Black Tree Gaming Ltd\Vortex (adjust if you have installed to a custom directory) If you have set Vortex to shared mode (only then!) 3a) type Vortex.exe --shared --set "persistent.categories.dragonsdogma.7.parentCategory=\"1\""otherwise (the default!) 3b) type Vortex.exe --set "persistent.categories.dragonsdogma.7.parentCategory=\"1\""That should fix the category in your Vortex and you everything should run fine again.
  3. I'm looking for a revision number so that I can try to reproduce. It's not practical for me to download all revisions and see which of them contain a game_main.arc file.
  4. I have installed the collection and it seems to work fine to me. Game starts, runs and afaict the mods work. Does someone affected mind reproducing the issue, then send in a feedback (through the in-application feedback system) with your logs attached?
  5. If you don't want to install the collection fully you can either disable the collection once you have the mods you want (the collection is then not kept up to date though) or you can set the mods you don't want to "Ignore". I don't quite understand why people would rather ignore notifications that clearly bother them instead of just addressing them and have them be gone.
  6. you're using Vortex 1.4 or older. Collections were added in Vortex 1.5.
  7. .NET Framework 4.8 isn't a requirement for Vortex anymore but for the time being, Windows usually ships with some version of .NET Framework 4 anyway so it doesn't hurt to have the latest version on your system.
  8. Vortex 1.6.2 should merge title.arc as well. I'm really sorry that I wasn't really able to test this so I depend on user feedback on whether this works
  9. You say you read the other posts about hard links but you clearly haven't understood them: The hard links in the skyrim game folder do not take up space on your disk. They are not copies, they are links. You are plain simply wrong about not being able to use the space because it's not gone. Have an example: Assume you have a 2TB disk. You have 1.5TB of data on the disk. So you have 0.5TB space left. Now you create hard links of all the data on disk. Now you have a 2TB disk. Windows will tell you you have 3TB data on that 2TB disk. And you still have 0.5TB space left.
  10. Vortex (and NMM) run fomod installers in a sandbox, otherwise c# based fomods could be used to spread malware. With vortex 1.6 we had to change the sandbox implementation because MS (effectively) discontinued the old one. The errors you're getting might indicate the new sandbox is configured too strict, not allowing access to files it needs. To allow us to investigate this, please create a report through our feedback system, include your logs and provide links to the mods you're trying to install.
  11. per-profile savegames have to be supported on a game-by-game basis. What's currently there is limited to the bethesda games where we can set the savegame directory via a configuration file so all we do when switching profiles is change an ini file. For other games it may be a different configuration file format or it might be in the registry or it may not be configurable at all and then we'd have to move files around. All possible of course but it'd have to be implemented for the specific game and the CP2077 extension doesn't have it.
  12. Aw crap, sorry for linking to the wrong file. This would be the right one if anyone else has to install manually: https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-desktop-6.0.6-windows-x64-installer
  13. Well no but you should always _assume_ a downgrade by a major version isn't safe until you see it confirmed by a dev that it is about that specific downgrade (as in: just because I said a year ago that downgrading 1.4 -> 1.3 is safe does not imply in any way shape of form that 1.6 -> 1.5 is also safe).
  14. The github issue was outside our control as well. Users could have changed the update channel in the time since then, we, on our end could do nothing. Having said that: Obviously you're supposed to be able to switch back to stable without having to reinstall, this was broken since 1.5 and curiously it never came up. It should be fixed in 1.6.1 though so now, if you toggle to stable, it should ask you to "update" to the latest stable version. You'll get a stern warning of the risks of downgrading so I'd strongly advice you consult the forum before you do, with some upgrades it may break your setup downgrading to an older major version but we don't intentionally make it impossible.
  15. Well, what have you tried? The error message you got said to review the log file. Did you? What did it say? The dialog you said you get asked you to install .net with a "Yes" button that'd take you directly to the download page. Did you? Did it fix the problem? Vortex needs the .NET 6 runtime to install mods correctly. You're supposed to get a notification inside Vortex, if for some reason (e.g. a prior broken install, a weird permission setup that I haven't come across yet) the check inside Vortex doesn't work you may have to get it manually. If you can't use the button in the dialog, you can get it from here: https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-6.0.6-windows-x64-installer
  16. Both the premium registration and download speeds/throttling are features of the website. Vortex has nothing to do with any of that so you won't receive much help here. You could try out this extension though: https://www.nexusmods.com/site/mods/423 As premium user you can chose which server to download from (on the site), this extension may show you that the server it uses by default isn't necessarily the fastest one available to you.
  17. Hi Rikintosh2! Thank you for your contribution! Extensions have to follow slightly stricter rules when packaging and uploading than regular mods for them to be listed, you can find those rules here: https://nexus-mods.github.io/vortex-api/2020/09/01/Packaging-extensions.html Specifically in your case, the mod and file version are incorrect, Vortex will only accept semantic version numbers for extensions so it'd have to be "1.0.0" instead of "1.0".
  18. Check your notifications, pretty sure there is one telling you that .NET is missing with a "Fix" button to fix it.
  19. It was only pushed to users subscribed to the "Beta" channel (Settings->Vortex)
  20. This is a bit of a mess Microsoft created. ".NET" and ".NET Framework" are not the same thing. ".NET Framework" was the original runtime for programming languages like c# and got "abandoned" at version 4.8 in 2019. ".NET" started as parallel development - originally for server applications i think - but is now the "official" .NET implementation MS supports. However: while .NET Framework was - at least by default - installed with Windows, .NET is not. That's why Vortex checks whether it's there and installs it if necessary. The detection whether .NET is installed and working should be fairly robust, it's provided by MS themselves.
  21. Sorting with LOOT gets extremely slow with a large number of plugins, this is a well known issue: https://github.com/loot/loot/issues/1370
  22. The savegame feature is currently broken in the 1.6.0 beta build, I don't think there is anything simple you can do to fix it until we release 1.6.1.
  23. Files with extension .esl are implicitly masters, they can't load after a non-master esp (just as .esm can't load after non-master .esp) If that's the cause then that's not even LOOT masterlist being an issue, the engine just doesn't allow it and LOOT warns you about that. Also: See how those arrows in the cycle are link-colored? You can click them to see why that link exists.
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