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jstevoj

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  1. ^ That's the one, so to be clear should we expect an update to Vortex to handle this automatically at some time in the future, and in the meantime would it be easier to manually edit the BSAs and hope that every time Vortex deploys a mod it doesn't reset somehow or should we just use Wryebash until Vortex is updated? I'm glad you found the root cause of the issue though, that was driving me nuts. Well done sir.
  2. Well It's late so I just cleaned everything, uninstalled Vortex completely and instead opted for Wryebash and manually created a .rar, put it in the install folder and simply enabled it in Wryebash and it works perfectly fine, more steps than I needed with NMM before it was converted to Vortex but at least Wryebash works. I have no idea why Vortex couldn't enable the mods even when it clearly put the files in the right location but I can attest that it isn't worth the hassle. I'm still willing to do some more troubleshooting just for the sake of helping to fix Vortex (and if we really can get it working smoothly I may yet opt for it over Wryebash since I always preferred NMM and had no issues with it) but for now I need some sleep. PS: I've seen the previous posts where it turns into this debate where it doesn't work for someone and then officials say "Well you're using it wrong" and I took the side of the people who said they were using it wrong but now it's very clear to me that something isn't working right on everyone's rigs, I'd like to help with that by providing as much info as I can.
  3. So I started from scratch again, this time I decided to keep everything on C: drive to keep it as simple as possible, all folders should be handled by default and appear to be correct, Oblivion installed via steam is on the C: drive (I deleted the documents data too) and once again no mods are working despite the files being put in the correct locations, Archive invalidation workaround enabled and so on... I even completely disabled my Anti-Virus throughout the entire process including install just to make sure that wasn't the cause, it wasn't.. Again, no errors in Vortex what so ever. I'm on the latest stable build of Vortex on the most recent version of Windows 10.
  4. So right now I'm trying to get to a point where I can reproduce my first results. Initially the mods wouldn't work unless I deleted said file, the mod in question is simply HGEC using either the installer or manual version in which I simply packed the wanted meshes/texture folders into a folder and compiled it into a .rar before throwing it into Vortex, however the installer version worked fine the first time after I deleted the json file. The problem now is that after a fresh install of both the game and Vortex in an attempt to solve the issue I can't even get the old solution to work and now no matter what I do the mod refuses to enable which is strange since I can actually see the files in the game folder how they're supposed to be.
  5. What is the purpose of this file? I've recently tried out Vortex for the first time on 2 different games with fresh installs and in both cases the mods didn't work unless I deleted the vortex.deployment json file found within the game's respective mods folders. Those games are TES 4 Oblivion, and Kingdom come deliverance. I read in an old post that the file is needed for Vortex to keep track of which mods it had installed etc, however under no circumstance have I been able to get a single simple mod to load without deleting that file every single time I install a mod, I don't get any errors, I've installed Vortex properly and managed it's folders so that the download/mods folder aren't in the same folder as the mod manager it's self, they're on the same drive as the games I'm trying to mod and so on, I have no trouble using any other given mod manager such as NMM and I've even created mods for both Oblivion and Skyrim + Battlefront 2 but that's unrelated. I know other people suffer from the same issue too as I've seen them post in the steam discussions about why their vortex mods don't work and I instructed them to delete said file and every time that has solved their issue. Which leads me to this point, if we're not intended to delete that file then what the heck is going wrong with Vortex for this to be an issue with so many people including advanced users? Does anyone know of a solution besides deleting said file? Any developer inclination as to what's going wrong? I'm running version 1.1.5 with no other apparent issues besides this and the solution seems an easy one, simply delete the aforementioned file that causes grief. PS: Thinking that perhaps my Original install was messed up because I used the custom install location version I uninstalled Vortex with the provided uninstall application and uninstalled/reinstalled Oblivion including the documents folder from scratch and decided I would try to use the default Vortex installer to install it onto my :C drive instead, download/mod staging folders are all set up on my other drive that has Oblivion on it and I attempted to install a simple mod (Just HGEC body) once again and no cigar, no errors or anything but the mod isn't working. PPS: So this is fun, after re-installing from scratch like I said before, and again deleting the appdata stuff just to make sure it's perfectly clean now the mods don't work with or without the vortex.deployment json file being present. So I'm actually worse off now than I was before... Again no errors, the files ARE being placed in the correct location yet they're not actually working and that's with Archive invalidation..
  6. Thanks for the comment, and yes we fully intended to reuse (our) assets as much as possible, similar to how the originals are set up. The final result would have no original meshes/textures manipulated or not, they'll all be made from scratch made to look similar by our observation of the original, but I have a question. When you say "you might use them as a reference for your model" that reads as we are free to use them as a reference or was that said meaning that the mere act of loading them into blender is an issue because we "may" use them as a reference and that wouldn't be allowed? It's my understanding that as long as I'm not publishing them I can use the assets as I wish(Such as making renders for my own pleasure), and secondly that as long as I don't publish any of the originals in any way shape or form it shouldn't matter that at some point I used the originals inside blender for visual comparison's sake. The intent for the models was always to make them 100% from scratch, but obviously to keep them as true to form as possible we need to directly compare them to the originals inside Blender. Also, I wonder if there are issues with simply posting rendered images of the original assets in Blender? Before I get to ever publishing Blender/UE4 files I'll read all of Beth's legal documents and do more research when it comes to this topic but thanks for your comment because potential issues like this was one of the things I wanted to have discussed. I hope that one day I can get the formal consent from Bethesda to continue with this, but in the meantime I'll do my best not to violate any terms/laws and obviously won't publish any original assets, the extent of porting them is solely that we can compare them visually to make our own Meshes/Textures- doing so is not a violation of the law as I understand it but I'd be happy to hear from anyone who might know better.
  7. Hello Nexus Community, Fans of TES:IV Oblivion, and Blender Enthusiasts. I wanted to let you know that I am currently working to re-create the Imperial City in Blender for nostalgic purposes as a way to memorialize The Imperial City and by extension, Oblivion. The goal is to end up with 100% new high quality models and textures that look photo realistic by modern standards. I want to see what the Imperial City looks like when not limited to the graphical capability of real time rendering from 2006. When it's all said and done a video tour of the entire city would be in order, lots of still renders, and a port to UE4 for at least my own pleasure to walk around in. (I'll have to look at possible legal issues but I can say I would love to release the .Blend file and UE4 project to the world for free when they're finished, if Bethesda lets me). I've spent some time on this already for a few days and I'm still in the phase of getting the original models into Blender, placing everything where they need to be, and applying the default textures to them so that I can start with a true to form accurate representation of the Imperial City as it is in game so that I can work from there. The final result will be as close to the original as possible but essentially way higher res and more geometry detail. My Brother will be helping me on this endeavor bringing modeling skills to the table and I also have experience working with Blender with which I created an intro for a youtube channel. -Texturing is an unknown as of yet given that both our attempts to learn how to do it has resulted in us giving up but we're committed to learn, as needed we'll reach out to you on this thread and elsewhere on the forums. So after just getting things started I've imported every building structure into blender, placed the Palace and Market District models to where they need to be and rendered a few images just to see that cycles lighting in action with original assets (I'll eventually get links to higher resolution uploads, but for now due to the file size limit I've turned 5k and needlessly higher resolution renders down to 720p Jpegs).. Will post more documenting my progress. If you think you have knowledge that could help us PLEASE post it! We're specifically concerned with Texturing but it will be a while before we get to that state. PS: I can only dedicate at most my weekends to this project as of yet, so if you're looking forward to the final results do be aware that it could take a very long time. Minimum several months and hopefully not longer than a year but no commitments!
  8. In response to post #7610664. #7610780 is also a reply to the same post. That would definitely make my life just that much easier. ( a search bar in the NMM I think he means )( NMM already has improved my modding experience and I appreciate it very much, I thank all the developers involved in the creation and optimization of the NMM )
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