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blitzen

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Everything posted by blitzen

  1. Nobody knows, because it hasn't been done yet, so try it and let us know NMM = Vespa Vortex = Lamborghini As robust as a fine wine, or a great spaghetti sauce. Are you sure nobody has used it for large installs with lots of merges? It's a difficult thing to be sure of. I have no idea how large the actual user Vortex base is, but there are quite a few people doing things with SLE/SSE that the Nexus community would find surprising. They just don't come here any more because it's generally not useful to them.
  2. No troll, that's not what happened. Some people too lazy to read the actual text replied to a title that is not intended to convey full information. It's remarkable that they didn't have enough time to actually read the post, yet they had enough time to type responses.
  3. I had a larger installation with Skyrim LE that I was managing with NMM. It had well over 500 plugins. I don't remember exactly how many at this point. It could have been 650 or 700. I didn't have any problems with it. It did get a little slow during mod installation, but not unreasonably so. I also know that there are others with similar installations. So you may express shock and dismay at its size, but I'm guessing that you haven't actually tried it. NMM is just a file manager. It does that quite well. It moves files around. It tells you if a file you are installing will overwrite another file, and keeps track of overwrites so that they can be reversed when a mod is uninstalled. Simple. I also use Wrye Bash and SSEEdit, along with a number of other useful tools. I use a standalone merge tool. I've been doing this for years. I don't know why people are having reading comprehension issues. I specifically stated that I was planning a fresh installation, and did not at all say that I had plans on using the current installation with a new manager. But, again, I'm asking a simple question that I have rephrased in a post other than the original. It's become almost fascinating to see these responses that don't really answer the question I asked. I don't think any of the people that have responded really know. Instead, there is a combination of unsolicited advice and editorializing. And I am not entirely surprised by this, based on my past experiences with the Nexus forums. We will see if the Nexus community can collectively manage to answer what is ultimately a simple question. It may be that there aren't enough people using Vortex at this point.
  4. I don't really care what you wanted. You are nuts. You are still stuck on everything being in the title. There is plenty of information about exactly what I am asking. If you are too lazy to read it, stay out of this topic.
  5. If you don't read the text don't respond. Real simple. Just reading the title is pointless. How many posts here on the Nexus could you intelligently respond to by only reading the title? The title is just to identify the general topic of the post. Your comment is bulls***. You are too lazy to read the whole post, then complain that you don't have enough information to answer the question. Seriously? Nobody will mistake you for a genius.
  6. If you aren't going to bother reading the original post, don't respond. It seems that people just read the title and make a bunch of incorrect assumptions and answer questions I didn't ask. It's real simple: Is anyone using Vortex to manage very heavily modded SSE installs without having any problems such as crashes, botched mod installs, or severe performance degradation? That's all I want to know.
  7. Are people only reading the title? I'm asking if it can manage a very heavily modded game without crashing , slowing down dramatically, or having install errors. That is why there is some text in the body of the post. The "performance" and "robust" words were the important ones. The statistics I provided about the current installation is simply to show the general size what it would be managing. So the quantification of "solid" would be the behaviour described in the second sentence of this response, combined with the scale of the installation described in the original post.
  8. Where did I say that I'm asking Vortex to manage an existing installation? Did you actually read the post: "it may be time to do an intelligent re-install of SSE " I'm asking if it can manage a large installation without problems. And you are answering questions I didn't ask. I know how to merge mods.
  9. My question was more about how it will perform when used to manage a very heavily modded game. NMM is taking a long time to install mods at this point, and isn't installing some files, which is very odd. NMM doesn't crash, but it's not installing correctly now for unknown reasons. If I were to start using Vortex, it would be with a fresh SSE install, so it would be a huge time investment recreating my current setup. I don't want to find out that Vortex can't handle it after all that work.
  10. Did you check the skse log file?
  11. I'm having some problems with NMM now after years of reliable installing. It has become very, very slow and it's not installing all the files it should. My SSE folder contains 193 GB and 277,649 files. I'm pretty sure I had more mods installed in LE without having problems, but it may be time to do an intelligent re-install of SSE at some point when I'm ready to play it again (which may not be until some of the large mods in development are released). Is Vortex going to be able to handle an install with 500+ plugins (lots of mod merging)? How does it compare to NMM in performance? Is it robust?
  12. I haven't played for a while, but when I was, every time a character entered Whiterun hold near the main city, all sorts of NPCs and creatures would start floating up into the sky. I would spend about 10 minutes bringing them all back to the ground with the console. It's an issue with the physics engine that has been there since the original Skyrim release. It usually doesn't happen until you have a lot of mods adding creatures and NPC's, as if the engine can't manage that many things.
  13. Did you look at the skse log file? That tells you if there are any problems loading .dll files that haven't been updated.
  14. How is it that so many people have already decided that they like or dislike a game that hasn't been released yet? It all comes down to implementation. All that has been discussed are game design concepts and features. I can imagine a game conforming to all of the publicly available information for FO76 that could be great. I can also imagine one that could suck. I don't know which of those two it will be closest to. I don't currently plan to buy it. So what.
  15. That makes sense. The crowd here at the Nexus are PC users who enjoy mods. They are probably not even factored into this sales equation. Apart from this, there is a new crop of pre-teens every year who want video games they can play with their friends on consoles, and here is the lucrative part - they can purchase shiny new weapons and armor online. I just read some detailed info about FO76. If the information is correct, anything that can be purchased via MT will appear as loot in the game. So unless you have the Curse of the Impatient, there isn't any reason to buy anything. And in spite of TH's insistence that it isn't a survival game, it does seem that staying alive won't be a trivial thing. You have to eat and drink, food goes bad over time, equipment degrades and has to be repaired, etc. I was wondering what the purpose of the "settlements" was (they are C.A.M.P.s), I think it's to help you survive. I don't know if there will be any type of seasonal changes requiring different clothing and armor to stay warm. That would be something. This doesn't not sound at all like some of the characterizations have portrayed it to be. Nukes are very valuable and difficult to obtain, not something you use casually. There won't be nukes flying around the game. There are disincentives for anything that resembles griefing baked into the game at launch.
  16. What new awesome stuff does it have? I didn't think there was much detailed info on FO76 at this point.
  17. Some modders have moved to Patreon. That is a way to support them more directly.
  18. Creation Club. I've never looked at it. How well is it doing? I've read that the modders only get a one-time fee for the mods, regardless of how many people purchase them. Is Bethesda making much money from this?
  19. Considering that some of the CW battles I see involve 50 and more NPCs with active AI, having 140 NPCs scattered around in different places isn't significant. I have yet to see any crashes. Most of the followers are sitting around in taverns. There are at least 10 in Dragonsreach alone. I already had 2 other smaller follower merges, so I probably have another 30 in addition to the 140 in the mega merge. There are also all sorts of animals added to the world. There are toads, frogs, squirrels, beavers, extra insects, giraffes, extra farm animals, Beasts of Tamriel. etc. I have the full Populated series to include Populated CW, Warzones, Travellers of Skyrim, Interesting NPCs, immersive Patrols, Immersive Wenches, Extended Encounters, Immersive War and Violence, and Lively Inns and Taverns. There is constant fighting around the province. Bandits raid towns. There are at least 30 NPCs in each of the large taverns at night. They are so packed full of people that my characters can barely move. And the list of mods above are what I can remember without checking the game. There is a bit more. Skyrim SE isn't crashing.
  20. It's 116 plugins, but 140 followers. Skyrim needs more NPCs. It's too empty. Perhaps you've noticed.
  21. Great comment. The TES/FO titles aren't what I would call great games, but they are superb modding platforms. It would be great if other developers followed this model. An open-world single-player action/adventure/RPG that can be modded extensively is a winner. The online mulliplayer genre is going to be crowded and highly competitive. BGS has no competition for their standard RPGs. It's almost a guaranteed win for them. The mods being built for these games are going to dwarf the original game. You can't ask for better customer engagement than that. People are willing to spend hundreds of hours working on mods. There are teams creating new provinces on the Skyrim engine. How are they not capitalizing on this?
  22. 30 years from now nobody will remember my comments or your comments. What will they remember? The zanity rants. Why would you conspire to deprive us of such epic rantage? This is an historic occasion.
  23. This is false. If someone makes a declaration that is eventually determined to be incorrect, "LYING" isn't the only possible explanation.
  24. You are disagreeing with something I didn't say. You believe that the game would NOT be underwhelming if it lacked those elements?
  25. The initial release is just a starting point. Bethesda must be getting feedback from the closed beta testing. They will have more with the public beta in October. From what I've read TH has said, BGS expects to continue working on FO76 and releasing periodic updates. That is part of the plan. The community may be able to influence the direction the game takes, especially if the initial interest wears off, the player base decreases, and sales drop off within a few months. They they will either have to stop working on it or change it enough to draw players back to the game. This whole endeavor seems risky. The game would have to have some very interesting creatures, very appealing environments, and well-designed settlement construction tools. If any of these game elements are less than A+, it will be underwhelming. It doesn't sound like there is much else to draw people in for the first release, so those things have to be solid, high-quality game elements. The PvP doesn't sound like a strong point. It will be interesting to see what the gaming sites say once they have their copies. IMO, they tend to overrate BGS products.
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