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Tannin42

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  1. Tannin42's post in Plugins Not Sorted Because of Cyclic Rules - But no related rules to cause cycling. was marked as the answer   
    AllSetsExtended.esl is a master, HAIA.esp is not.
    Masters can not be loaded after regular plugins (the game doesn't allow it, independent on which tool you use for your load ordering).
    The user telling you to load them in that order was either talking about different mods, different versions of the mods or they were misinformed.
     
    Edit: To clarify: files with the extension .esl are automatically masters.
  2. Tannin42's post in How do I get rid of "Last time game ran" error pop up. was marked as the answer   
    It's from the skse log file in C:\Users\Tannin\Documents\My Games\Skyrim Special Edition\SKSE (or f4se or whatever, depending on the game).
     
    But if you're going to continue modding you're probably going to use the script extender in the future so the easiest solution may be to just update/drop the failing plugins and then start the game without outdated se plugins.
  3. Tannin42's post in forcing load order, what does "fe (000)" mean? was marked as the answer   
    For one thing: You really shouldn't force plugins to load in a specific place.
    "where I want them in the load order" doesn't really make sense, the load order is a technical thing that can make the difference between your game working correctly or not. Either plugins conflict and *need* to be in a certain order or their order doesn't matter.
    Vortex is trying to enforce known requirements on the load order which you are overriding with forced indices. Best case scenario is that this does you no good, worst case is your game will run worse than if you had done nothing, either way the time you expend on doing this is almost guaranteed to be wasted.
     
    The mod index is not just an indicator of the load order, it becomes part of all form ids the mod generates, like items to mod adds to your game.
    E.g. if you have a mod that adds a bunch of weapons and it loads at mod index a3 then every weapon will have an id of a3xxxxxx.
     
    The tab to lock mod indices is not intended to be used as a way to enforce load order. There are plugins (very rare, as in: I know of 2 across all bethesda games and one has been removed in the meantime) that may break things if during a playthrough the mod index changes. Also some mod authors write scripts that require a plugin to be at a fixed index. The locked index Vortex offers is only intended to facilitate these use cases where the index needs to remain fixed.
     
    The mods you're seeing are light plugins introduced in SSE and Fallout 4 which break some of the known rules for plugins. Light plugins are _always_ loaded as mod index FE. This is enforced by the engine and can not be changed (not, through Vortex, not through any other mod manager, not by directly editing plugins.txt) unless you convert the plugin to not be light.
    That's why the index lock feature doesn't work: The mod index of these plugins is enforced by the game.
     
    You need them to load at mod index 54? No, you don't, because that's not possible. No one loads them at any other index than FE. Thus no one has tested them at any other index. Thus there is no way that you have a problem with it being at index FE that you wouldn't have if it was at a different index.
     
    The *load order* of light plugins *can* be changed. The *mod index* can not. For light plugins these are decoupled which makes the whole load ordering process much more complicated.
  4. Tannin42's post in Plugins screen missing was marked as the answer   
    You're actually missing both the plugins and the savegames tab.
     
    Please check on the "Extensions" page whether "gamebryo-plugin-management" and "gamebryo-savegame-management" are disabled or have a load error reported - it's also possible that a load error will only appear in the vortex.log
    If it's just disabled you can enable it.
    Otherwise you should try to reinstall Vortex.
  5. Tannin42's post in First day of modding on PC and getting error code 193 was marked as the answer   
    error code 193 indicates that the files in question are supposed to be executable files (.exe or .dll) but aren't.
     
    This could indicate that the files have been corrupted on your system (through a virus for example) but far more likely you're using plugins intended for the 32bit skyrim with the 64bit skyrim special edition.
    These don't match, you can only use plugins found on https://www.nexusmods.com/skyrimspecialedition/ with SSE.
  6. Tannin42's post in mod installations options window is too small to make selections was marked as the answer   
    This is probably on a 4k screen with a high value for font scaling.
    Vortex has no way I know of to influence this, the installer (fomod c#) creates its own UI calling .net framework functions directly. This is one (of many) reason I absolutely loathe c# based installers.
  7. Tannin42's post in The Sims 4 not found since November update was marked as the answer   
    For the time being you can just copy the existing TS4_x64.exe to TS4.exe to fool Vortex into accepting the folder.
  8. Tannin42's post in Confusion between mod installed count and real installed esp count was marked as the answer   
    The plugin total is in the top right of the plugins page in recent versions, no need to select anything.
     
    And no, the total number of mods is a very interesting stat and useful across all games (instead of just gamebryo games). Just because it's not the number you were looking for doesn't make it "low interest".
  9. Tannin42's post in How to ungroup mod versions of one mod in Vortex was marked as the answer   
    For reference: Others may encounter this problem after importing from NMM. The problem is that NMM doesn't seem to store the id for the files individually (it does have the attribute and we import it but it seems to always be empty, at least in my test system and obviously for Katschaba).
    The result is that Vortex can't determine that the files in question here are separate modules and instead assumes they are different versions of the same file.
     
    I think I have a semi-solution for future releases (1.1.1 and later) but that will only help those who import with that version. For everyone else I'm afraid you will have to reinstall (maybe even "query info" or redownload) the mods that get grouped incorrectly.
  10. Tannin42's post in Why's my Vortex installer in german? was marked as the answer   
    What is your system language? There is a bug in the installer framework we use where it will use german as the fallback language for rtl (right-to-left) languages instead of english, unfortunately there is little we can do to fix that at this time since it's out of our control.
     
    But rest assured that this affects only the installation process, Vortex itself will be english. The installer is simple enough that you should be able to get through it without being able to read anything. First screen you type in the installation directory into the input box (or press the ... button to select from a file viewer) and then click "Installieren".
    On the final screen there is only one button available anyway.
  11. Tannin42's post in update prompt to 1.0.3 every time vortex runs was marked as the answer   
    This would indicate that the Vortex installer can't figure out where your Vortex is installed which would mean the corresponding registry key got deleted.
    You'll have to uninstall the Vortex installation on c:\program files (the one installed from the updater) then download the 1.0.3 custom installer from nexusmods and install that.
  12. Tannin42's post in ENOENT unhandled error after latest update was marked as the answer   
    That's weird. The file in the error message does indeed not exist but it's also not required.
    Could you try installing Vortex fresh? (You don't lose data doing that, your mods will all still be there)
  13. Tannin42's post in Option for Vortex to Stop Managing Loose Files? was marked as the answer   
    Vortex manages files. That's literally it's primary function. That's why you use it.
     
    > and deletes the files needed
     
    why when and how does it do that? You drop this like a secondary thought but it's the core of your report. You claim Vortex deletes files it shouldn't delete. Please provide more details here. Which files. From which mod. When do they get deleted like in the UI what did you do leading up to the files being deleted.
     
    Vortex isn't supposed to just be deleting files. You shouldn't be looking for a way to turn off Vortex's main function but for the details of why it's breaking your mod. If it is doing that. Please at least entertain the idea that you may have misunderstood something and this could be user error.
  14. Tannin42's post in Login issues was marked as the answer   
    Certificates validate that a website (for example) is actually who they claim to be.
    They have to be created by an official "certificate authority" to have any meaning.
     
    A self-signed certificate is one that was not created by a proper authority and is thus not trustworthy.
    There are no self-signed certificates used by Nexus Mods.
     
    What the error message means then is that either
    a) your internet traffic is being redirected/hijacked
    b) you have a misconfigured VPN/Proxy/Firewall
    c) you have a really incredibly stupid Anti-Virus
    or
    d) your system configuration regarding certificate authorities is messed up.
     
    None of these are problems we can fix in Vortex, for all we know you probably have a serious security issue on your system.
  15. Tannin42's post in How to give Vortex access rights to mods all at once? was marked as the answer   
    Sorry, only had time to scan previous posts.
     
    The default is that file permissions are inherited, meaning: if you give write access to the base game directory this would give you write access to the entire directory and everything within - unless the files below have their own specific permissions to overwrite that.
    Also, rules are additive. Usually windows only works with "allow" rules meaning a subdirectory will almost always have more or equal access rights than the parent. You _can_ use "deny" rules that take away rights that were on the parent directory but those make everything more complicated and confusing.
     
    So usually it should be enough to set full control on one directory (the game directory) to allow Vortex access.
  16. Tannin42's post in Where does Vortex store its mods? was marked as the answer   
    Well, the directory where mods are stored can be customised - if you did that we can obviously not tell you what you put there.
    The default though is %APPDATA%\Vortex\skyrim, the downloads (mods in their packed format like .7z) are in %APPDATA%\vortex\downloads\skyrim
    %APPDATA% is something you can put into the navigation line of explorer, it will automatically be replaced with "c:\users\<your username>\appdata\roaming"
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