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DSPiron

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  1. In response to post #72461793. Your very simple test is flawed. The load order is part of correctly installing it. Otherwise it will encounter issues if you install mods with 'plugins' that need to load before, or, after it. An installation with these issues shouldn't be considered correct. NMM and MO2 are capable of re-arranging 'plugins' in the load order without LOOT, and I have no idea why you think you can't. Vortex is barely capable of re-arranging 'plugins' in the load order. It can to some degree, but eventually you will need to "micromanage" your mods/'plugins'. People who are effectively experts at managing the load order, creators of shining examples of a well sorted load order, have stated that you need to "micromanage" your mods/'plugins'. EDIT: First, Vortex's "drag-and-drop" and "manual sorting" isn't what other's are referring to when they "drag-and-drop" and "manual sorting". The dragging and dropping isn't the important part, Vortex has it, but it's to create a rule. Vortex allows for manual rule creation, but at best it raises the question of having the LOOT integration when the user can still ignore it like the other programs What's being asked is the ability to place 'plugins' where they need to be, no questions. Not above where the user want it. Not below where the user want it. Exactly where the user wants it, where they know it works. If the user doesn't know: the user should've learned how to sort 'plugins', or they are seeing if it does work there. This has been said before.
  2. Using your definition, no mod managers install mods correctly. At least, none that are for Bethesda games. No mod manager is able to put the mod into the correct spot in the load order. Vortex is the closest, but it will inevitably go wrong as sorting a load order can't be done automatically. Your definition for any Bethesda game mod manager should be "Does [mod manager in question] install a mod's files into a game I choose correctly, and allow me to correctly place it's 'plugins' in the load order" Vortex technically passes, but it's by forcing it to do something it's not intended. If you haven't seen the evidence then you must be blind. There are plenty of people whose load orders aren't sorted properly by Vortex, and can't be sorted. As someone with 30 years in IT, you should know that this quantity of issues signify a serious issue with the program. That's your evidence that no amount of modifications, no amount of rules, will ensure LOOT can sort properly.
  3. In response to post #72457373. Both sides are rather dismissive about the other, think that their method is better while the other shouldn't be used, and share the same site. People who use Vortex to sort will eventually use mods from people who feel mods should be manually sorted, and vice versa. One side feels that LOOT's issues can be handled by a user making new rules there. Another feels that LOOT's issues are intrinsic, and need to be handled afterwards. One side feels manual sorting, and drag-and-drop sorting have been in Vortex awhile. Another feels manual sorting and drag-and-drop are not in Vortex and never will be. One side just wants to play the game, and not mess with the load order more than needed. Another just wants to play the game, and knows that a good load order isn't made by LOOT. And I could be completely wrong on all that. *shrug*
  4. Nowhere. It's made up. Looks more like it's assumed, It seems pretty clear the Nexus is out to change the standard of how the user sorts mods (or, more specfically, the 'plugins'(.ESM/.ESP/.ESL files) of mods), and it just appears like there is no good reason. Because the reasons listed are either; Were already present without Vortex,Won't actually happen with VortexMake no sense at all no matter whatI got the impression that the goal is to use Vortex to encourage more people to think of load orders in terms of LOOT rules, rather than a set orders for 'plugins'. Then, hopefully more users will send LOOT rules to the masterlist, and LOOT will able to sort mods with fewer instances of needing to be corrected. That will never happen. Anybody who knows how to sort 'plugins' don't want to put up with explaining to LOOT how to sort 'plugins', assuming it is even mechanically capable of that (The fact that LOOT's load orders still don't match most competent load orders suggest that it's technically impossible. (Or they are also up their own ass and are insisting on a configuration that doesn't work. ...I feel it's more polite to assume the former.)) And anyone who isn't turned away probably doesn't know enough to be a good help with other users orders. Answer (emphasis mine, for those just tuning in.): The point of having LOOT integrated is for it to mess with your load order. Disabling LOOT's sorting makes it like other mod managers, but with a more cumbersome sorting mechanism: You are still setting rules. While setting a rule can be as easy as dragging a to another , you still have to confirm each one. and you have to remove rules if you decide they aren't neededAnd, probably most importantly, the rules don't guarantee the dragged mod will be after the one it was dropped on. Ideally this position is just as good, but in reality it hasn't been tested, or it's wrong, but there wasn't a rule against it ...Not even sure how you got it to arrange the 'plugins' without running the LOOT sort one way or another. (If you did run it, did the plugin go where they supposed to? Great, now try that with 150, then 240[/i'm being sarcastic, and while there have been reports of successes with more mods, there have been reports of NMM not falling apart on users. NMM will still encounter issues, and Vortex will still hit mod sets it can't sort.) In short, what they want is to "micromanage" the load order, as it's a quicker, simpler, and more intuitive way to get it right, rather than trying to figure out to get LOOT to do it right. If the user doesn't know how to get it right, then they need to learn how. If they are using Vortex and doesn't know, then they'd need to learn how to use Vortex\LOOT and how to sort their load order through Vortex\LOOT, as most info on sorting load orders require the user to "micromanage".
  5. Manual sorting is just taking a 'plugin'(.ESM,.ESP,.ESL) and dragging it into its position on a list. This, of course, opens up issues if the user doesn't know where the mod belongs. Thus Vortex's automatic sorting method. However, this might not put the mod exactly where it needs to be, or the user is experienced, they might know a better spot. Changing a load order in Vortex/LOOT is less simple and less intuitive than manual sorting, as the user must add a new rule (or two), or a assign the 'plugin' to a group, so LOOT can correct the load order. This adds a layer of obfuscation, as the rule/group assign might not work. Perhaps LOOT overshot it and put after several others. Or its not moving the 'plugin' at all. Or there's some other rules/grouping that require 'plugin' to be before the other one, causing a cycle of rules. None of this is insurmountable, perhaps it all might be avoided if the user thinks less of a list, and more a network of positional relations between 'plugins'. But manual sorting still avoids all of the above, and so the user can focus on what comes after: •Testing, (•Maybe finding out that they were wrong, and •Moving the 'plugin' again), and •Moving on to the next 'plugin'. Granted, I'm not that big of a mod user, I just, try to follow this discussion.
  6. In response to post #72201748. #72201883, #72202448, #72202563, #72202773, #72203258 are all replies on the same post. You should probably specifcally mention that you got the community edition, that one on github, or else they will think that you are using the last official Nexus release, because plenty, plenty of people seem to miss that. I have doubts they will help directly if that's the case, as they are no longer supporting NMM, and have passed it off to the community to handle. If they do help, it will be by assisting the current NMM development community in fixing whatever issue is causing the community edition to not handle the API in cases like yours. EDIT: And I should read closer myself, as the above statement does kind of imply that that's what you did. Overall, the above was poorly thought-out way to say "Either you don't have a community version, or your issue might be with the community version (at most, there might actually be an issue with the site's API, which the staff doesn't know about) It seems more likely a bug than malicious action.
  7. In response to post #72143393. #72144508, #72144708, #72144743, #72144783, #72144978, #72145133, #72145678, #72145908, #72146263, #72146413, #72146538, #72146543, #72147408, #72147963, #72149828, #72149938, #72150433, #72151803 are all replies on the same post. @soupdragon1234 I'm not 100% certain, but I think you can also put a 'Plugin'(.ESM/.ESP) last in your load order in Vortex by locking it's index to FD/FE... Also not sure if that helps much, or if you'll even see this
  8. 'Fallout 4: The Capital Wasteland' and 'Skywind' are still going strong. (Road to Liberty didn't even get threatened by Bethesda, by which I mean they changed course before Bethesda even officially knew (A guy in RtL had asked a guy in Bethesda if porting audio is okay). As far as I understand, Bethesda's hands are tied as far a voices go, their contracts likely only allows for thier use in a specific game.) (and Skywind has posts on it's reddit showing things being worked on, if you were asking if they'd disappeared within the last three or four months.
  9. This should probably be read before discussing ideas to get work on Road to Liberty's Fallout 4: Capital Wasteland mod resumed But in short: Even with a solution to this problem, it's too late to save Road to Liberty's iteration of the project. Everybody has moved on. End of story. Not that we can't continue to discuss this matter and try to come up with ideas for the next team that wishes to give it a shot, though. Also the issue with gibberish voice lines is that they probably would still be tedious, but I'm no expert, so I am not sure.
  10. But the Bethesda isnt the one who decided to have the mod be behind the paywall. On the flipside, nothing is forcing anyone to get the mods behind the paywall.
  11. Everyone wants a job doing what they love. Also, if Bethesda had decided to do creation club on their own, no hiring people from the comunity, would you still call it paid mods?
  12. I think what he's saying is "So modders are wrong to try and sell their hard work, but youtube personalities are allowed to monetize their videos and even turn it into a job in some rare cases? Why aren't they called greedy for allowing ads to plague their work for money?" Also, would Banksy be in the wrong if he sold reproductions and photos of his art, or even opened up a commission stall somewhere? (And Pepsi is never called out for selling their soda, as no one in their right mind would argue that any beverage beyond water should be free)
  13. Are you sure it was $6.00 (480 MS Points) for a long time? This engadget article from April 6th, 2006 places it $2.50 (200 MS points), and Oblivion had only been out for a month at that point. (also, wow, I didn't realize it was that soon from launch.)
  14. According to a handful sources I googled, Horse Armor was sold for $2.50 on the Xbox, and just $1.99 on PC. They were once $5. On April Fools Day, while the rest of the DLCs were half-price. Edited for clarity.
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