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Thallassa

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Everything posted by Thallassa

  1. OldMansBeard: It's not like NMM at all. Not really like MO either. One thing that isn't so easy to do is for example choose "I want to overwrite this file, but not this one." In MO this is done by right clicking on the file you don't want to use > hide file. Here you have to open the mod in the file manager and then change the file extension or delete it. These images will make more sense if you know how Vortex works: 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. Load order: Ah, I see. You can set a global priority (much like LOOT) which should put your esp always in the same place.
  2. https://i.imgur.com/iaZxnk2.png This is what I'm getting too. I currently have a few addons installed from another source. Perhaps that's the issue. When I restarted vortex ESO had moved from "Detected" to "Managed". However clicking "Activate" (Skyrim is still my currently managed game) freezes the client as before. This is after deleting everything from my Addons folder in ESO. ETA: There *was* a UAC dialogue which I clicked yes on.
  3. Vortex supports ESO? As much as I like Vortex I think you should use Minion for ESO.
  4. Manual load order isn't a thing: this is covered in Tannin's post in the feedback forum. Plugin order only matters where plugins have dependencies, or conflicts. If you want one plugin to always load after another plugin, for whatever reason, set a dependency so that plugin will load after. Then when you click sort Vortex will always respect that order. If you want to make it, so, like, all your house mods are sorted next to each other, you're being silly as the game doesn't care about that one bit :P That said the sort should put them pretty close to each other.
  5. In response to post #57201061. The overwrite system in Vortex is fantastic. You will be happy with it.
  6. In response to post #57201831. #57202811 is also a reply to the same post. Import from MO worked for me when I last tried it (a few versions ago). That said Vortex doesn't import activation or overwrite information from MO. You'll need to set that up manually even when import does work correctly. It would be too complex for it to convert MO's information to the new Vortex system. Please use the feedback button built into vortex and provide as much information as possible about what you expected to happen and what actually happened. That will help the devs fix it. A vague post here will *not* help the devs do anything.
  7. Just a few UX things which will be useful to you testers but aren't totally obvious in this version. - Double click on the mod to bring up this menu. - View in File Manager - this opens the mod folder so you can make changes directly there. These changes will be detected the next time you deploy mods. - Advanced mode lets you purge mods (delete all hardlinks, but not the mod files), as well as adds a search bar to the mod/plugins panels. If you have any questions about how to use Vortex, feel free to ask here. I'm happy to answer as much as I'm able to. Gopher is already working on a video tutorial set which looks really good - I believe he is going to time its launch with the full release, so if you don't have Vortex yet and you're intimidated by learning new things, don't fear! He will hold your hand through it :)
  8. You do not understand - the old site and new site are using exactly the same data. They run side by side right now. If you go to rd.nexusmods.com you look at the new site; if you follow a link to www.nexusmods.com it will take you back to the old site. No matter which site you are looking at the data is the same. There doesn't need to be any indication of where you are talking because it is the same. As far as your second point it's possible that's a bug. However I've seen people uploading images from both old and new and endorsement and comments work just fine so can you ask if he can replicate the incorrect settings problem? As far as the first. Can you be specific as far as what is wrong? I skimmed the document you provided and the front page seems to follow the guidelines pretty closely.
  9. Yesterday they changed the font: Set weight to 300 (lightweight) instead of 400 (normal) and increased font spacing to 0.3px. I found this to be less readable and uglier on Firefox, ok on Chrome (because chrome makes all fonts thick and blurry) and actually better on mobile devices (which have higher PPI). I'm curious if people prefer the 300 or 400 version. Fhaarkas and Ousnius find 300 to be more readable even on Firefox. Edit: Actually Fhaarkas is saying he likes 400 now.
  10. There is no name change. Vortex is a mod manager. Nexus mods is and always will be the site. Not really sure how people are getting this misconception. P.s. more than one video in mod descriptions is a train wreck on both old and new layouts. Maybe people will learn that one day...
  11. Have you tried http://www.nexusmods.com/skyrimspecialedition/mods/4089/?
  12. Modwatch is probably the best way. This link gives full instructions for how to use modwatch as well as some popular alternatives (pastebin, copying it directly into the forums under a spoiler tag).
  13. You need 7zip in order to open the 7z file you downloaded.
  14. You can try sending him a private message anyways. Some people have it set up to go to their email so, it's possible it could reach him that way.
  15. What's funny is all the people adding mods that require .dll to their game, and then saying "oh hey, it worked", when no skse plugins will work at all (they have to be recompiled for 64bit at the bare minimum, and depending on whether they actually inject any code need to be totally re-engineered just as skse itself was). Just because the game loads doesn't mean the mod is working, guys. Maybe one day people will figure that out...
  16. Tingling, you don't use any of the individual unofficial patches when you've got USLEEP D: Aterr, your load order is incorrect, anyways. If he were using the individual patches it should be skyrim, update, uskp, dawnguard, udgp, hearthfires, uhp, dragonborn, udbp. Seriously I'd recommend just running LOOT, it is 99% correct and way better than almost anyone can do by hand.
  17. Chesko, Tannin42, Sheson, SparrowPrince SMKViper Thinking about who's actually gonna give a good interview. I think that Expired and Schlangster for example have a lot of interesting things to say, but they may not be the easiest to interview. Then there's Banjobunny which would be a hilarious interview but he's no one popular :)
  18. In response to post #43232045. #43232355, #43233385, #43233940, #43234660, #43235000, #43235590, #43237830 are all replies on the same post. Tannin: Regardless of what approach you take, there should be a mechanism to manage files created dynamically. If I run TES5edit and make a patch, or if Campfire saves a .json file with its settings, or I run FNIS for users.exe and make a new .hkx file... in all of those cases that file needs to be *managed*, not just dumped in a directory. In MO it goes in the overwrite, which works well for me; I just manually put it into a new mod where I need it to go. However me doing that is what I can do as an advanced user. I think some kind of prompt that says "You just created this file! What would you like to do with it?" might work better for newer users.... not at all simple to code, but simple to use. Regardless at no point should the system attempt to predict what I want to do with the file. It shouldn't go "Oh, there's a similar file in this folder, I bet it goes here!" MO does this sometimes which is frustrating (but not always, which is even more frustrating). Trying to read the user's mind only leads to unpredictable bugs; much better to force the user to figure out their own mind :P
  19. In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900 are all replies on the same post. I think NeMO is the best one I've heard, but I'm still partial to "NOMM" (not quite sure how that acronym works out but it's cute).
  20. In response to post #43213860. #43214125, #43214650, #43216125, #43216490, #43216630, #43216760, #43216880 are all replies on the same post. Balx, nexus frowns upon people posting not in English. And how is Renthal's english going to get better if he he doesn't practice? Gruft, I now understand what you're saying and I agree. The sheer number of games NMM supports is impressive. I don't think it's particularly robust for any one game, but being flexible is a sort of robustness I guess :)
  21. In response to post #43213170. #43213650 is also a reply to the same post. To install a mod in MO is exactly the same as in NMM. Double click the download file, activate the mod. Play. MO just has ton more power.
  22. In response to post #43213860. #43214125 is also a reply to the same post. After actually testing a few months ago, NMM is not robust >_< That is, it lets you run things directly on the skyrim folder instead of launching through NMM, but that's the only advantage. Things made by executables still aren't managed (they are in MO), NMM still needs to "remember" things (MO and Bash both just compare files in the folders, if a file exists in the mod folder, it's managed, not so for NMM even now), it's overall kind of a mess. (Also NMM is really slow compared to MO, to be fair I was testing it with very large mods and smaller mods probably there would be no difference). I hope they keep something more similar to MO's system, but keep it simple. No categories. No buggy as hell compatibility/install order checks. No buggy as hell "archive management." Give us an optional plugin to unpack BSAs right into the mod folder (the way MO does now), but make that option even more difficult to turn on. And for the love of god put every file back in the overwrite, instead of thinking you know where it goes! But keep each mod in its own, totally independent folder, and have *all* file operations be done *on that folder* instead of on the base game folder, so *everything* you do stays managed without having to think about it.
  23. I'm looking forward to testing out this new manager. Best of both worlds? Who can complain! I think that the importance of UI and UX cannot be understated. That's the number one complaint I hear about the existing managers. In NMM, information is hidden and simply cannot be found. The lack of information and inability to quickly experiment with different file orders is why modding didn't "click" for me until I switched to MO. In MO, lots of people complain about the UI (I personally can't say why, but I've heard loads of complaints). And well... ya'll are familiar with Bash's UI. Hopefully you will be able to bring Phill on board to get a cohesive, solid UI. But even if you can't, I'd recommend finding *someone* with design experience (and also someone has spent lots of time *actually using* mods) to provide input. As it turns out... ya'll devs don't really have that much time to *use* mods, which means there are often details of normal or advanced use that get overlooked until beta testing. Another common complaint about MO is "too much power", especially when users don't think they need to read. MO has some built-in tutorials to help address beginner issues, but I think your strategy of allowing some power to noobs and more power to advanced users is smart. Just... keep in mind no amount of obfuscation is going to be enough without adequate user education. Having good tutorials on release is also going to be important to your success, or you're going to see bad tutorials written by users who are grabbing the low-hanging fruit, and a lot of user problems caused by misinformation about features. (Heaven only knows there are enough bad guides out there already).
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