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vortexposer

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Everything posted by vortexposer

  1. Sorry, forgot I wasn't in Vortex Support forums (and haven't tried to quote yet). I realize SkyBSA is something worth considering to side-step invalidation but just wanted to clarify how manager typically apply it - which is no different than the external tool you linked, in that it adds its own invalidation.bsa and injects the same edits to a user's fallout.ini doc file. It not working can only be that its missing .bsa or their ini tweak. However, besides the other older, out-of-date invalidation.txt methods - what you're describing as a bug where one needs to reapply archive invalidation, was how original launcher is intended to handle this. I.e. Every time user adds new loose files, the option to select "Load Loose Files" needs to be selected in Launcher Data tab in order for those new files to be added to internal invalidation.txt. Once added, the user doesn't need to re-check "Load Loose FIles" box in Launcher - unless they added more or altered existing loose file for it to "invalidate".
  2. All that toggling would do is redeploy the existing Vortex Archive Invalidation "mod", which applies Vortex - BSA Redirection.bsa to Data and its subsequent Ini Tweaks to Fallout.ini's SArchiveList - so only reasons for it to be not working is if Vortex is purged, blocked from writing an edit to Documents .ini (perms) or 3rd party tool interference removing it. MO2's is basically the exact same function with different .bsa name. And GOG only adds 4GB Aware flag... it doesn't "fix" archive invalidation.
  3. Enable Mod column in Plugins tab (upper rt corner cog), to display which mod provides the plugin that the missing master comes from.
  4. Delete the FNIS tool path on Vortex Dashboard tab > Tools in above pic. It was set to expect that tool and is missing = error being displayed.
  5. Vortex profiles are global. Disable the mod if you don't want it to load/deploy in current profile.
  6. A collection or any collection? I'd report to Curator and try another before assuming Vortex is the issue. Also, does it show any mod as incomplete/Not installed? Could set to ignore and investigate specifics.
  7. Heh. Usvfs only supports ntfs and no other filesystems. Reformatting drive doesn't have to be such a big ordeal yo.
  8. Meh. Is common to not know when dealing with external drives. I didn't run across it, since is only used for storage/downloads vs Staging.
  9. Your external drive is likely the wrong type for windows to use hardlinks and needs reformatted to NTFS file system.
  10. That's what happen when using Move Deployment (experimental) vs Hardlinks deployment. MODDINGWIKI Users General Deployment Methods · Nexus-Mods/Vortex Wiki · GitHub
  11. There was temporary site outage yesterday, so those are just failed attempts by Vortex to connect. Can x out their notifications.
  12. For the "in-conjunction with part" - Yes, it can be used with. Vortex will not interfere with their being loaded by the game (once enabled). The main reason to "manage" their mod content is to be toggleable but also to avoid the need to interact with bethesda.net menus... Which can conflict with how managers override their plugins.txt in AppData. bc whichever "tool" writes to it last, wins. So-to-speak.
  13. Another option is to "manually" import into custom mod (using custom mod extension), keeping the beth.net manifest file in Root\Creations or Mods folder intact and setting to engine injector mod type. This will allow imported mod to be enabled/disabled but still retain connection with beth.net, ensuring that its status remains capable of being updated directly from their site - when enabled/deployed.
  14. The bold default is when either user or collection has locally applied its group assignment (previously in another group or at least moved), vs standard default assigned by LOOT - which doesn't necessarily dictate whether or not said plugin would have any preexisting metadata via masterlist. Also, plugin metadata is retained in userlist.yaml and persists even if uninstalled, etc. Can reset from Vortex UI Or wipe metadata directly in Roaming/Vortex/<game>/userlist.yaml
  15. Do you meme this https://github.com/Nexus-Mods/Vortex/issues/15929 Changelog: Vortex/CHANGELOG.md at v1.12 · Nexus-Mods/Vortex · GitHub
  16. Is always in background processes for me.. reboot pc would also clear.
  17. Engine Injector and ENB Mod Types are the exact same function but different enough for each to have their own deployment .json, so they still qualify as being a mod type "conflict" override. Either extract ENB type files from Fallout London to custom mod to match their conflicting mod type files or forget ENB Mod Type exists and just use engine injector for anything that's root folder related (it technically doesn't matter which).
  18. Well, I can't figure out what it is... did clean wipe/fresh install and only difference I got was that with basic extensions added, it gave me blue-screen renderer errors instead of white-screen crash. The strange part is that none of my other collection functions are affected, including testing someone else's unlisted links - so I'm not wasting any more time trying to isolate something that didn't change on my end. Public collection isn't worth the trouble. It also refuses to do anything until collection is removed and leaves non-clickable deploy notification that only goes away if pressed on mods tab vs notification, as well as leaving perma notif that can't be seen (reboot clears). Haven't checked other game yet but assume same result.
  19. It's apparently a bug bc I'm getting the same error on fresh install test of 1.11.7 Stable. Can workaround it by using 1.11.6 Stable...
  20. Tried updating to 1.11.7 stable and issue still occurs for collection installs (regardless of beta). I'm considering a full reset to investigate whether anything I do that isn't default behaviour is contributing bc right now I can't do anything with public collection unless I've downgraded to 1.11.6 (which is irritating enough to want to test if persists after reset).
  21. Nonsense. Beyond Skyrim's largest file size is 2.5 GB (included in 564 Nexus collections) and something that small has never been an issue for Vortex. I've got 25 GB archives which sure, take a while to unpack but if they fail it's usually a bad compression or the download got corrupted (fails in or outside manager). Users and their computer are their own worst enemy, so just bc you can't figure out how to help doesn't meme there's something wrong or inadequate with the tool. In fact, most MO user advice does harm to our community - with their terribly inept "recommendations". smh
  22. Can add intended download "manually" from backup or direct link, then drop/paste the .7z or URL to Vortex like any other custom source. E.g. Grab direct link (rt click, copy link from pages Add button), go to Vortex downloads tab and paste its URL into lower drop-box window.
  23. Could suggest it and I'd agree, though I don't typically have messages enabled, it would be visual overload that should be separated via toggle option. However, thought mine was broken at first when I did toggle on LOOT messages but then realized; once added to my own custom user group (which all of mine are), it'll suppress this notification both in flags and messages - which then (and kind of only then) becomes useful for filtering to catch and assign new plugins, as they get added to my global userlist.yaml (per game). Therefore, in order to properly resolve/suppress this warning; user needs to actively pursue working with the existing integration of its default LOOT groups, supplemented by their own custom user groups or redesign custom set to outright replace it with their own daisy-chained logic gates, structured to fit any sort of index hierarchy that works - otherwise known as manual sorting. Wherein all the basic Bethesda "rules" still apply regarding; file type, master dependency, master-list hard rules, et cetera, et cetera.
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