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zhesam

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  1. Vortex has built in tracking feature: 1. Install mod 2. Double click on it to pop up description tab 3. Select source to "Nexus Mods" 4. "Guess" or manually enter nexus mod id thats all - Vortex will update mods meta and mod now properly installed as if it was download with manager. Sometimes you need enter mod current version by hand, usually when it wrote in "wild" format. ex: 1.00000-c-q instead: 1.0.0
  2. No need to reinstall Skyrim, just uninstall mods, then "purge", Vortex will remove remaining after the uninstall procedure, then remove empty folders and files that You put manually. Now you can check integrity via Steam(this will restore accidentally deleted native files). That is - clean, just installed Skyrim.
  3. In response to post #64244231. of course, You can find it here: https://forums.nexusmods.com/index.php?/forum/4301-vortex/
  4. My congratulations! On the first open release of alpha, I found a powerful assistant in Vortex, which in my opinion surpasses both NMM and MM (1,2). and it was an early alpha. Now Vortex is overgrown with additional features, got rid of serious bugs and has grown significantly in performance and stability. Thanks to the team of Nexus Sites, and a specially to Tannin!
  5. So, who will be the next winner?
  6. Hm, im using Vortex since first alpha on Win 10 with all updates, tried both custom and default installations - also for testing purposes, almost every Vortex update i do a clean installations, during this sometimes i got some strange behaviors, but Your case never pop up.... And i suggest you to better try default installation version with custom "mods" folder(can be set up in Vortex game settings). Custom installation now less supported.
  7. You can Shift+click to select all mod and remove them in one button press, and to clean your Data folder just click "Purge"(may be you need also manually delete empty folders in Data if present after purge)
  8. There is a category setting and you can sort the UI with it, but it doesn't affect the plugin load order. Using the above method will change the actual position in the load order. also you can use local load order to manage order inside your categories if needed I don't understand some people's obsessive need to categorize their load order. It does absolutely nothing. I don't' even understand from an organizational standpoint for why it's needed. Like I understand the need for categories for installs because that is what you are working with a majority of the time when modding. Load order is only something you do when you are trying to resolve conflicts, set dependencies and set priority on which mods win out over the other. How does having loadorder organized in category help you with any of that? Is this like an OCD thing? Cause that is what it sounds like to me. its like a feeling that you fully control this shi-, before MO life - its like u re Sgt or something, after - you are Mighty General
  9. quick search works, manual download works, mod manager download struck sometimes ESOCKETTIMEDOUT before appear in Vortex download tab, sometimes appear but wont download - display this: failed to parse server response: Unexpected token < in JSON at position 0 at handleRestResult (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\nexus-api\lib\Nexus.js:65:16) at Request.request.get [as _callback] (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\nexus-api\lib\Nexus.js:75:13) at Request.self.callback (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\request\request.js:186:22) at emitTwo (events.js:106:13) at Request.emit (events.js:194:7) at Request.<anonymous> (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\request\request.js:1163:10) at emitOne (events.js:96:13) at Request.emit (events.js:191:7) at IncomingMessage.<anonymous> (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\node_modules\request\request.js:1085:12) at Object.onceWrapper (events.js:293:19) at emitNone (events.js:91:20) at IncomingMessage.emit (events.js:188:7) at endReadableNT (_stream_readable.js:975:12) at _combinedTickCallback (internal/process/next_tick.js:80:11) at process._tickCallback (internal/process/next_tick.js:104:9)
  10. same issue on 13.3 with manager download but manual download work as intended
  11. Thanks Tannin - its explain a lot what was that - now i move my mods dir outside. Can You add this case in description for other users/testers to prevent deleting mods setups?
  12. I`m not a dev but tested a bit. Well, as it seemed to me necessary to press Deploy every time when you make changes in the mod, for example in xEdit or else where, and pay attention to the button Apply and Undo - they all do not perform the actions but only show what action will be applied after the confirmation also Deploy does not re-arrange load order - its create a "sim" or "hard" link(different for some games/cases) to the mods files in Data folder - so game just think files a present in real there is some differences in these links method - but a lot of technical explanation needed, so I just suggest to deploy every time you change the mod inside
  13. Seems "wipemods" bug related to custom installer, it remains only to be glad that my game did not go further then Sanctuary, since basically I was playing with Vortex and other modding utilities from the public release of Vortex and did not delve into the gameplay yet. Depresses just have to redownload all the 100+ modes
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