Jump to content

Thallassa

Premium Member
  • Posts

    459
  • Joined

  • Last visited

Posts posted by Thallassa

  1. Personally, I think it would be a lot simpler to just leave DP off. Then the pool is bigger for other mods, and all the listed people are going to be earning DP on their independent projects.

     That said, this mod wouldn’t have been possible at this time without Elminster and his tireless efforts decoding the plugin format in Starfield, so my vote is that 100% of Oct go to him.

    In the future, maybe track contributions and split the dp evenly per contribution? I think regardless of size because that gets too hard to judge. So if you have 8 contributors and two of them made two contributions each and the rest each one, the two people who contributed two would each get 20% and the others would each get 10%. I imagine this would be hard to track as the project grows or as fixes have multiple people working on them, but all the more reason to start now. 

  2.  Update after the mods are updated… it’s really not that frustrating. Some things may have to be struck from my list in the end, but the hobby is modding, not playing so it’s fine.

     The most frustrating thing is the writing/guides I was working on that now have to be rewritten again. Oh well. 

     While I’m waiting for the next Skyrim update and the last of the mod updates to roll in, there’s Starfield, ESO, and Baldur’s gate. Skyrim itch fully scratched. 

  3. I thought both programs were meant to use the windows setting for font size, which can be accessed under control panel > display > scale and layout. Try that and see if it helps.

     

    The themes in mod organizer 2 are editable. A quick google search led me to this theme, which increases the font size for the dracula theme. https://gist.github.com/pineapplemachine/454eacec21835fb61481b180d8d087d3 It includes instructions on how to add this to MO2.

     

    For SSEdit there is a setting in the settings menu for font size.

  4. Theres no limit on bsa files in skyrim, and you dont need separate textures and main bsa files either.

     

    Nor do the plugins to load all those bsas count against the plugin limit because theyre all esl.

     

    So theres no technical issue. I do agree its a lot of noise in your data folder if you need to look for stuff there, but definitely less than if it was all loose files!

  5. Crashing when you set your gender to female is likely an issue with CBBE. I would reinstall CBBE and be careful with the options you select. *Dont select the physics option unless you have hdt pe and xpmsse installed and all their requirements*.
  6.  

    Um Loot does not do this. I had 3 merged patches and they were all over the load order. I had ESMs and ESLs both of which should be at the start of the load order throughout my load order, this after both the in vortex sorting and running loot several times, just to be sure. so no LOOT is not the answer. and thank you to NoShotz yes I did figure out about the priority on the plugins tab, however the numbering is convoluted and isnt in order as it goes -127 to 127 but -110 will show before -127 which mathmatically isnt possible if you are using that range. So either the negative is useless and just use 0-127 or that needs to be looked at.

     

     

    I should clarify, it loads merged patches after their masters (which is where they need to go, they don't need to go at the end) or if you name it TES5merged.esp it'll go at the end.

     

     

     

    I always set my own categories in NMM. Every mod user had different approaches, so the default category system can't fulfill everyone. Yes, "Skyrim flora overhaul" and "UNP female body replacer" both provide models and textures, but they are quite different things. And I don't think they will ever conflict each other. There's no point putting them into same categories form a mod user's perspective in my opinion.

     

     

    Vortex does allow custom categories. Click on the "categories" button. It brings up this menu

     

    f53gnsH.png

     

    It doesn't allow tagging though, nor arbitrary ordering of mods.

  7. Mods have three states, uninstalled, disabled, and enabled.

     

    Uninstalled means that the archive is in Vortex's downloads folder, but vortex hasn't done anything with it yet.

     

    Disabled means that Vortex has unzipped the mod to its Mods folder.

     

    (You can configure exactly where you want these folders to be under settings > Mods).

     

    Enabled means that Vortex will place hardlinks in the game's mod folder (for BGS games, /Data). These hardlinks behave exactly like the file was really there. Any change to either file will be detected by Vortex.

    The process of placing hardlinks into the data folder is called "deployment". By default vortex deploys automatically whenever you enable a mod. You can set it to not deploy until you tell it to. Therefore, by default, you would enable the mod, make these overwrite changes, and Vortex would then re-deploy. Or you can tell it not to deploy, install a bunch of mods and configure overwrites, then deploy all at once. Deployment is when it detects if there has been any changes to the mod files either in the mod folder or in the data folder.

     

    Windows will show hardlinks as taking up the full file space. However according to documentation they're not actually taking up that space.

     

    I think this article explains it fairly clearly: https://devtidbits.com/2009/09/07/windows-file-junctions-symbolic-links-and-hard-links/ there are many other articles about this as well if you want more information, but most of it is at a too high level for me to understand easily.

  8. LOOT already puts bashed and merged patches last. :armscrossed:

     

    As far as the install ordering (man this is confusing already!) it's not ordered in the order you installed the mods like NMM. It's not ordered at all. It's just a list of the mods and some rules that tells Vortex which files to hardlink in the case that conflicts exist.

  9. For reference downloaded (but not installed) mods show up on the Mods panel as "uninstalled". I typically don't pay any attention to the "downloads" panel in Vortex unless I'm impatiently waiting for a big download.

     

    No comment on the rest. I think it's good feedback :)

  10.  

    In Skyrim-type games, the deployment order matters for resolving conflicts between different mods that contain identically-named loose files (as in my example) whereas the game-time load order resolves conflicts between records within plugins and their associated bsa's. They aren't the same thing and calling them both 'load order' is going to cause confusion. (It confused me, anyway :confused: )

     

    Is it too late to change the terminology to distinguish them?

     

     

    I submitted feedback to call it "install order" on the mods panel and "load order" on the plugins panel, which is, as far as I'm concerned, standard in this community. Not sure what happened to that fragment of feedback :) Regardless I'll continue to use that terminology even if it doesn't quite match what the program is calling it (I'll have to remember to clarify whenever I get around to writing a guide...)

     

    Actually at one point the "install order" of mods wasn't visible at all, I think. As tannin said you just set up the dependencies for which conflicts win, so the load order on the mods screen is meaningless for most mods. A "visual order" of mods (like manual ordering in MO) is still in the works afaik. It would be nice to have.

  11. In response to post #57200871. #57201036, #57201401, #57201461 are all replies on the same post.


    L0neWander3r wrote: just testing it out and i like it
    archerarcher wrote: , and . ???
    L0neWander3r wrote: thats it...
    MyDeadX wrote: I think the mod dependencie feature is way better than just let some files be overwritten with new ones. You have a better overview of which mods/textures are overwritten and it may let you overwrite loose files with .bsa's? Would be nice if that's true.


    It doesn't let you overwrite loose files with BSAs. That's a terrible feature that never worked properly and will break every intention of every mod author.

    If for some reason you need files from a BSA to overwrite something else, unpack the BSA. What happens next is on you but at least you will have full control.
  12. The choice of which files are deployed is done at the time of deployment. Vortex decides what to put in the data folder based on what's in the mod folder and the order it's been given using dependencies.

     

    If you don't want a particular file from a particular mod, you will need to manually change the file extension or delete the file in the mod folder. Here is where the "open in file manager" from my first post comes in handy :)

  13. I saw a bug in Vortex a few versions ago where plugin order did not visually change when you made changes to it. This was fixed by restarting Vortex at which point the visual order was correct. The actual load order as seen by all programs was correct.

     

    If you are still getting this bug that's good to know, Tannin can work on fixing it again. I got it to happen a few times and then wasn't able to replicate it anymore. Please submit exactly what happened through the feedback tab in Vortex.

×
×
  • Create New...