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JamesRook

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  1. Thanks for doing the test showler. That answers whether this feature is supposed to work in Vortex, which it is, so indeed, something in my copy is broken. I will try your fix and see what happens. Since I'm going to be purchasing a new computer in the near future I'll install a new copy on it that should work as designed. Thanks again for the help.
  2. I did a reinstall of Vortex with the latest (which I was already using) version. All extensions except Collections are enabled and up to date. I do understand that there is a difference between LO and dependencies but fixing the conflicts is what I want to be able to do from the PLUGINS page. For example, I have a multi follower mod B but want the single follower mod A to overwrite. On the MODS page I can drag the dependencies icons and set a rule to load B before A or A after B depending on which mod I select first. If I am on the PLUGINS page, doing the same selection of the dependency icon lets me drag a line from one mod to another but changes nothing and gives no menu choices, except that If auto-sort is on I will get the error. I turned auto-sort off as a test and the errors did not appear, but there were also no changes. If someone wouldn't mind doing a test on their copy of Vortex - go to your PLUGINS page and see if you can set a rule from there by dragging from one icon to another, I would appreciate it. I think this is just the way Vortex is made.
  3. Thanks for the reply. I DL'd a copy of Vortex and did a reinstall as per your suggestion. No change. I can make the dependency/deployment selections on the MODS page but trying to do it on the PLUGINS page will result in the red "Failed to Render" errors and no other change. I'm guessing this operation is blocked because it would, in effect, allow you to manually adjust the LO a bit very conveniently. What I mean by that is say you are on the PLUGINS page and checking the LO and notice that Mod Z is loading before mod A because LOOT didn't sort properly. It would make a lot of sense and be very easy to just use the dependencies feature from there. Instead, you must go to the MODS page and do the adjustment from there. When you have hundreds of mods dragging from Z to B is really finicky and an ordeal. Just very irritating that an included "feature" that you think you can use and would be incredibly useful doesn't work.
  4. If I am on the MODS page of Vortex, I can drag a line between 2 dependencies icons and a menu pops up that will establish a rule. Thereafter a little green bolt will appear by the icon to signal there is a rule. But if I am on the PLUGINS page and try the same operations, I get multiple red "Failed to Render" errors and no rule will be made, even though there is an initial popup menu that says to drag and drop to make a rule. I think this is how Vortex is supposed to work, but I don't understand the idea behind it. Doesn't it make more sense to be able make the dependencies configurable from the page where you can also see the LO?
  5. Big thanks to Cragslist for the solution. Worked great.
  6. When I start Vortex it throws a "Failed to get collections list" error. I haven't used collections yet although I did DL a basic Skyrim collection just to see if the error would go away. Scary that it tried to install after I checked Install Later. Is there a setting I have to change? I might want to use Collections at in the future, but not now.
  7. I've been looking through posts on the forum to get a handle on why mods are marked redundant. Some things I understand, like installing the same mod twice or an updated version of a mod and not clearing out the first, but I don't understand why some Hot fixes or updates register as redundant. For example, I have Riften Docks Overhaul 2.0 installed and then the update 2.3. Vortex complains 2.3 is redundant. 2.3 should overwrite 2.0 and is not redundant. Very confusing to me.
  8. Copying the userlist.yami file to Vortex seems to have worked. As an example of what was happening, I set Nether's Follower Framework to be a late loader/last loader as per the install recommendations for Vortex and to load after A Clear Map, but after sorting it would pop up all over in my load order whenever sorting was done. Several of the NPC replacer mods I set to load after other mods come in high in the load order. I could fix this in LOOT.
  9. Thank you for the quick responses to my question. I normally have the autosort feature turned on but with the number of mods I have installed it can sometimes take a maddeningly long time to complete. I will try the fix Pickysaurus suggests and see what happens. I got into the habit of using LOOT way back when and reverted back to it when Vortex would not sort properly. I'll see what happens.
  10. I've found that if I let Vortex do its own internal sorting from the plugin section, my load order gets trashed and I will get instant CTDs loading Skyrim. I do know how to set some rules in Vortex, for example telling it one mod should load after another, but it seems to have no effect on the load order after sorting. I have been using the stand-alone version of LOOT to do the sorting and that works fine and any rules I create work like they're supposed to. I'm obviously missing something as I thought Vortex was supposed to use LOOT for sorting plugins. Does Vortex use a different version? Please comment and explain what's going on.
  11. I'm getting back into playing Skyrim with a heavily modded game. I made a mistake in thinking Immersive Citizens AI Overhaul and IA Overhaul were the same and installed both along with a lot of patches. I've deleted ICIAO and as many patches I could find in the MODS section of Vertex. Instead of going into my data folder and individually deleting each patch, I marked them as ghosts in the Plugin section. How can I delete these files? I can't seem to find them in any folder. Will I have to enable them one-by-one and then delete them from my data folder? It seems there should be a "repository" for ghost files somewhere? Thanks for any help!
  12. In my preferences settings I have blocked all those languages that I do not use, but the mods still appear on the download pages. It's a minor irritation since normally the mod title appears in English, my chosen language, but the mod will be in another language. I have nothing against other languages, I just don't use them, and they clutter the page. What am I missing? Why even have the option to block other languages if it does nothing?
  13. I have no idea if this is even remotely possible and it would probably be a massive job, but here's the request. I'd like a mod that extinguishes all the torches and etc. (artificial to light sources) in unoccupied dungeons and caves, forcing the player, and for even better immersion, companions, to ignite them. I know many torches can be extinguished and then relit so why can't they start off unlit? Possibly using a spell of some kind. Perhaps you could enter a dark room and cast a fireball that lights all the torches. Or maybe a pressure plate or switch that "magically" triggers all the torches and fires. The eternally burning torches and fires in a cave no one has been into in hundreds of years is just wrong.
  14. I know this is a fantasy game, but I do like things a bit more sorta kinda realistic here and there. I see mods to make giants bigger and spells to make individual NPCs bigger or smaller but I'd like something that makes the entire giant race a little smaller. If I remember correctly, they are supposed to be between 8 to 12 feet tall. I'd like them to be more like 7 to 9 feet. If there is a mod or if someone could tell me what to change in SSEdit I'd appreciate it. TIA.
  15. Recently I used the "Avoid the Wait" mod to create a female character since something (I suspect Racemenu) would CTD if I selected a female. That worked fine and now I am progressing along. Would it be safe to disable or delete the "Avoid the Wait" mod? I know it's generally not recommended to delete mods midgame but this mod does nothing now and I'd like to keep any script load it may have from affecting my saves.
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