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insomnious's post in I get this Error message whenever i try to add mods, then won't load up in game either "Cannot set properties of undefined (setting 'node')" was marked as the answer
As a user said above, the current BG3 state of play is in the below thread. Updating to 1.5.2 of the BG3 extension will fix the error.
https://forums.nexusmods.com/topic/13498316-baldurs-gate-3-patch-7-support-for-vortex/
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insomnious's post in installed Vortex with mods and Bg3 won't run anymore. was marked as the answer
Have a read through this thread and specifically this post:
BG3 has a mod-breaking update and things will take time to settle
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insomnious's post in WITCHER 3 MODDING - MODS INSTALLATION PROBLEM was marked as the answer
We've just pushed version 1.6.8 of the Witcher 3 extension. This should sort it.
Let us know how you get on
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insomnious's post in BG3 issues was marked as the answer
Please see the below post for fix information. Tldr; update is out, restart Vortex, job done!
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insomnious's post in BG3 patch 6_hf9 and Vortex was marked as the answer
Thanks for the information.
As always, if your mods are working and you don't want cutting edge game updates, then it is always safer to hold off for a while.
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insomnious's post in Failed to Write Load Order - Does Vortex No Longer Support Baldur's Gate 3? was marked as the answer
Please see the below post for fix information. Tldr; update is out, restart Vortex, job done!
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insomnious's post in BG3: Failed to write load order was marked as the answer
Please see the below post for fix information. Tldr; update is out, restart Vortex, job done!
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insomnious's post in Vortex Failing to read Starfield Save Games was marked as the answer
I've released a new version of the Starfield extension (1.10.0) and this supports the latest save game format.
Rebooting Vortex should be enough to get the latest version automatically. If not, you can download it manually from Nexus Mods or GitHub.
Please let me know if any problems.
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insomnious's post in THE WITCHER 3 MOD LIMIT FIX - VORTEX was marked as the answer
Since we refreshed the extension, after CDPR released their updates for the RedKit release etc. we've removed the code that raises that dialog.
I imagine they are out of date with the extension and probably Vortex as well.
Thanks
insomnious
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insomnious's post in Can't do a clean install was marked as the answer
Vortex's files are stored at %APPDATA%\Vortex (which is normally C:\Users\<USERNAME>\AppData\Roaming\Vortex).
If you need a completely clean reinstall then uninstall Vortex, remove the Vortex within AppData, then re-install Vortex.
Hope that helps
insomnious
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insomnious's post in Vortex only shows 83 unmanaged Games was marked as the answer
As @showler says, this happens when Vortex can't get a live list of extensions from GitHub. We aren't exactly sure why this happens, possibly related to firewalls being overly protective.
You can just go to Nexus Mods and get what extensions you need manually. Direct links to Starfield and Cyberpunk.
Thanks
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insomnious's post in WITCHER 3 - MODS LOAD ORDER was marked as the answer
Thanks for chatting on Discord @SP3CNAZ, it was very helpful.
We've confirmed a few things regarding Witcher 3 and we've just pushed an updated extension. Things should be as expected now and please let us know how you get on.
@Phaz42 We've also made a note regarding the 'friendly name' and what should be displayed on the load order screen. It's not in the update as of today but it is a good idea and hopefully we can get round to adding that soon.
Regards,
insomnious
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insomnious's post in Latest Beta - "fallout4: Adding Fallout: London game domain support " was marked as the answer
Just rounding up the discussion we had on Discord so it's here if people are also curious and looking for an answer.
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Most game extensions for Vortex work by them being associated with a single game domain on Nexus. For example, Starfield will only work with mods that are downloaded from 'nexusmods.com/starfield'. A game extension can support mods from multiple game domains but we need to code what ones are allowed into the extension itself.
We decided to let the Fallout 4 extension use mods from nexusmods.com/fallout4london (and not just /fallout4) as we aren't quite sure how the Fallout: London modding scene is going to evolve and seeing as it's ultimately just a huge mod for Fallout 4, this will just provide some flexibility in the future for such a small code update.
As for long term, we shall have to wait and see.
Regards,
insomnious
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insomnious's post in Vortex automatically undoing my light plugins was marked as the answer
We've just pushed a new beta (1.12.0-beta.2) to fix this which Vortex should auto-download next time it loads.
Some context for this fix - we enhanced our plugin parser to detect medium plugins which are currently only available for Starfield - unfortunately the plugin format is quite different between SF and the older games (which use a completely different location for the light flag). We thought we could just use the header version to decide where the light flag is located, but that didn't work as planned as some plugins appear to have the same header version as Starfield. The good news is - your plugins are still light even if Vortex was complaining about them being regular - it was mostly a UI issue but unfortunately it triggered a set of tests we have in place which may have hindered some mod setups.
Thank you for beta testing and let us know if you find anything else!
insomnious
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insomnious's post in LATEST UPDATE KILLED LOOT FOR SSE/AE was marked as the answer
We've just pushed a new beta (1.12.0-beta.2) to fix this which Vortex should auto-download next time it loads.
Some context for this fix - we enhanced our plugin parser to detect medium plugins which are currently only available for Starfield - unfortunately the plugin format is quite different between SF and the older games (which use a completely different location for the light flag). We thought we could just use the header version to decide where the light flag is located, but that didn't work as planned as some plugins appear to have the same header version as Starfield. The good news is - your plugins are still light even if Vortex was complaining about them being regular - it was mostly a UI issue but unfortunately it triggered a set of tests we have in place which may have hindered some mod setups.
Thank you for beta testing and let us know if you find anything else!
insomnious
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insomnious's post in Beta 1.12.0-beta.1 - Error was marked as the answer
We've just pushed a new beta (1.12.0-beta.2) to fix this which Vortex should auto-download next time it loads.
Some context for this fix - we enhanced our plugin parser to detect medium plugins which are currently only available for Starfield - unfortunately the plugin format is quite different between SF and the older games (which use a completely different location for the light flag). We thought we could just use the header version to decide where the light flag is located, but that didn't work as planned as some plugins appear to have the same header version as Starfield. The good news is - your plugins are still light even if Vortex was complaining about them being regular - it was mostly a UI issue but unfortunately it triggered a set of tests we have in place which may have hindered some mod setups.
Thank you for beta testing and let us know if you find anything else!
insomnious
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insomnious's post in WITCHER 3 - MODS LOAD ORDER PROBLEM was marked as the answer
@SP3CNAZ Patch is done and will be available at 0900 BST. A Vortex restart after this time should be all that is needed and the updated Witcher 3 extension version will show as 1.6.4.
Thanks for your patience and please let us know if it solves it
Regards,
insomnious
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insomnious's post in Vortex erroneously reports Starfield's creation club plugins missing was marked as the answer
Hi all
The fix is live and ready to go. Restarting Vortex should prompt an auto update of the extensions, if not you can get it from https://www.nexusmods.com/site/mods/634?tab=files
The notification is mostly redundant with latest Starfield (1.12) but we left it in for now to provide a bit of backwards compatibility while people are holding out on updating the game. It's simply highlighting the need to deploy to get an accurate snapshot of where everything is.
In a few weeks we'll most likely be removing that check altogether.
Let us know how you get on
Thanks
insomnious
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insomnious's post in Vortex auto purge after enabling or installing mods for Skyrim SE was marked as the answer
Hi there
Could you take a look at this forum post please and let me know if that helps?
Thanks
insomnious
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insomnious's post in Workaround for Baldur's Gate 3 LSLib .NET Runtime issues was marked as the answer
Hey everyone
It's been discovered over the weekend that a recent update to LSLib\Divine now requires .NET Desktop Runtime 8 to be installed which we didn't know about, nor did it get mentioned in the changelogs since it went pre-release in December.
We are working on a fix as we speak but until then, please follow the below steps to get yourselves back up and running.
Close Vortex Download and Install .NET 8.0 Desktop Runtime from Microsoft Restart computer Open Vortex Any issues, please give us a shout here or on Discord.
Regards,
insomnious
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insomnious's post in Bug: "Mod Manager Download" Button Does Not Work for Vortex Extensions was marked as the answer
Hi @ChemBoy1
This happens because when you use the Mod Manager download button for an extension, the ID of the extension you'd like to download is sent and then looked up in the manifest file. If it isn't in the manifest file then Vortex can't download it. It works differently to how regularly download mods work. This is not an ideal UX but it is what we have at the moment until we get a chance to notify better what is happening.
What ones aren't working / what one did you try? It might just have been missed or it just doesn't work well enough yet to be added to the manifest. We may still be going back and forth with the author.
This is one of the reason we are now moderating game extensions until they can be confirmed to work.
Thanks,
insomnious
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insomnious's post in Ver 1.10.8 doesn't work (Baldur's Gate 3) was marked as the answer
Please check out this forum post for more information on the LSLib issue that cropped up over the weekend.
If that still isn't working, try a purge and deploy, and if you are still having issues, give us a shout here or preferably on Discord so we can chat properly.
Thanks,
insomnious
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insomnious's post in Vortex Checking for Update failed: New version 1.10.8 is not signed by the application owner was marked as the answer
Our digital certificate has renewed since you last installed a version and the auto-updater is just being overly careful. If you download the latest version from the site and manually install it, then all will be fine.
https://www.nexusmods.com/site/mods/1?tab=files
Any problems, give us a shout.
insomnious
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insomnious's post in Divine failing to read Pak files was marked as the answer
Hi everyone,
Please see this post for a workaround and a direct link to install .NET 8.
Thanks,
insomnious
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insomnious's post in The new Vortex MM being blocked by Windows was marked as the answer
That is very odd as you can see the Publisher is us due to us code signing the app. I have experienced this before but very rarely, sometimes it's when you are one of the early ones to download it. In this instance, Microsoft is just being a bit over zealous I think.
We've put out 1.10.8 this morning anyway and so that newer version might not flag up incorrectly.
Either way, it's safe to use