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Oblitus

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  1. In response to post #57309146. #57309676, #57315811, #57326146 are all replies on the same post. > THIS IS A JOKE?! ISN'T IT? For the hail of modders souls please say: THIS IS A JOKE!!! Nope. Vortex offers its user as little control as it is possible.
  2. In response to post #57249476. Vortex screen space usage is very inefficient, so to have side-by-side you'll need a 4k monitor. And yes, Vortex UI is painful to use.
  3. In response to post #57227931. #57228261, #57231896, #57231991, #57232121, #57237146, #57239481, #57239706, #57240016, #57242146 are all replies on the same post. Fully automated package manager could work, but it won't without enforcing some rules to modders. - No incremental mod updates or a system to do it automatically. Different main files should only be used to handle different standalone branches of the mod (like lite and full). Every mod should be downloaded in one click and updated in the background. - Fully automated compatibility patch handling. Patches should be deployed by Vortex, not by the scripted installer (it can only handle specific install order) and not manually (it's a mess). Optional files should not exist at all. The current implementation of Vortex is terrible in handling this, and it is a very common case. That's a bare minimum since there would also be a lot of cases where you still have to change things manually. Handling conflicts, making own patches, etc.
  4. In response to post #57227931. #57228261, #57231896, #57231991, #57232121 are all replies on the same post. > We're talking about the creator of MO, the software that everyone sings the praises of That is because MO is great, while Vortex is awful in every single aspect. Vortex is kind of usable when you use a dozen of simple mods, but when your mod list counts hundreds of mods, and a lot of them has to be fine-tuned to work together, Vortex just doesn't provide necessary instruments. Add awkward and slow interface, lack of control everywhere and you get typical proprietary application made by people who never actually use it themselves not to be actually good, but to supplement something else. I've honestly tried to use it, and it was straightforwardly painful experience.
  5. In response to post #57201061. #57202966, #57220321 are all replies on the same post. > The overwrite system in Vortex is fantastic I'm pretty sure it does not exist. Or I just can't find it.
  6. In response to post #57207131. #57207521, #57209031, #57209301, #57209331, #57210181, #57210331, #57210641, #57211246, #57211921, #57212311, #57212726 are all replies on the same post. > Are you suggesting that a web dev can't distinguish between a mobile phone and desktop? They can. But proper design means two totally separate implementations for them. It takes much less effort to make it for a phone and make an extra move to make it still usable when stretched to the desktop size. It applies not only to web design; it is a general rule. Cross-platform games and pc-exclusive ones usually easy to distinguish too.
  7. In response to post #57207131. #57207521, #57209031, #57209301, #57209331, #57210181, #57210331, #57210641, #57211246, #57211921 are all replies on the same post. > Keep in mind that your design has to fit correctly on everything from a mobile phone to a ultrawide monitor, also be usable with touch. > I'm not even going to try and explain why everything was designed the way it was. You already did. It is designed for a mobile phone and is technically usable at normal monitors. That what always happens when you design a universal interface - you are limited by the weakest implementation.
  8. In response to post #57207131. #57207521, #57209031, #57209301, #57209331, #57210181 are all replies on the same post. New nexus is really bad. Huge amounts of wasted space, weird composition, and it looks like a mess overall. It's just a bunch of merging and intersecting rectangles without any hierarchy.
  9. New design sucks. Very ineffective space usage. Orange on gray - bad choise. Was much, much better.
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