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NikVilKok

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Everything posted by NikVilKok

  1. Interesting. Killing and restarting Vortex made no difference. (I did that between all changes mentioned by HadToRegister) So then I played a while (with the save files in the profile folder). Made a few saves etc. Then I took a break. Restarted Vortex. Downloaded a few new mods. Removed some that I hadn't enabled. Did a manual deployment. Starting up the game. Suddenly I'm no longer in the profile games folder. All progress I've made earlier gone. (Not really, they where of course in the profile's folder. But I could not see them from within the game.) I kill the game and Vortex. Rename the profile's folder (I add a "-" before the hashed folder name). Copy the newest saves from the profile's folder to the main folder. I fire up Vortex again and the game. Now everything looks as it should. I check the file system. No new profile folder have been created (remember I renamed it to test just that). Thus. Right now the saved games works. No new profile folder is being created. But the ini's are stilled baked. :confused:
  2. Sorry. Did not work. Vortex still creates the profile's saved games folder and starts from within it. The saves aren't really the issue. I can just move all my saves into the profile's folder. It's the overwriting of inis that's the real problem. (btw, I only have one profile and one game in Vortex atm.)
  3. Yepp. See he attached pic. 1) Go to your game on the dashboard [or profile if you have that enabled] and "add tool" 2) After you've added FSE, click the three vertical ... and select "make primary". Then the game will always start by loading FSE (when you start it from with Vortex that is).
  4. Unofficial Fallout 4 Patch typically causes that response (as it's and esm named esp). For me that sort it self out when you deploy the mods.
  5. Ok. So I must some how locate and delete the profile to make it work without profiles then? Is there some way out of this without completely removing Vortex and download all the mods again?? --- 1) I saw that dialog - my interpretation of it was - the last active profile will be used [and Vortex will function like it does without profile management] -> i.e. that last active profile's mods and saved games will be put in the base folders (the rest of the profiles will be kept in some Vortex attic). It doesn't say that Vortex still will act as if there's several profiles and that it will keep using the [old - but apparently still in use] folders and ini's. I'm not angry about it, but you can't seriously expect any user to understand from that information that the ini-files can't ever be edited again? Basically what it should say is that you can delete profiles, but you can't ever go back. Or something to that end. Writing these texts are hard, I know. And foreseeing how every stupid user will mishandle the software is even harder. Sorry. 2) why did it work for a while? (I don't expect an answer to this - I guess it will be "who knows" - I can't tell you exactly what I did to make it work :huh: , so how the f--- would you be able to answer why or what :laugh: ) --- Big thanks for the swift answers, and even more thanks for developing the program!
  6. Some added info: I was able to play earlier today. Made several saves. Then I quit the game. Downloaded another mod, that's not available on the nexus site. Drag-n-dropped the 7z pack to Vortex. Installed and enabled the mod. Now I can't game because, when started from within Vortex, it believes that it's in profile mode and adds a new empty saved games folder (and the ini's have been changed), thus the game wants me to start a new game. Which I don't want to. If I delete the new folder and revert the ini-changes, Vortex still adds the folder and changes ini-files during loading of the game. It actually starts loading with my preferred ini's and changes them during the load (I can clearly see this due to the fact that FO4 has a load indicator that you can change the colour of in the ini's. Which I've done.
  7. Hi Background I did use Vortex profile management for a while (with saved files and ini's both enabled). Then I didn't play for some extended time (months). Next time I started up Vortex, it of course made a major update. And pretty much everything became messed up. I decided that I didn't need Vortex profile management this time. Disabled the feature. Then I cleared stuff out. Made a clean game install and downloaded all the mods again. (Currently I've only have one game activated in Vortex, Fallout 4.) Issue For some unknown reason, I've not been able to find a pattern, sometimes Vortex believes it still should do profile management. It's not visible in the Vortex GUI, but there's a new (hashed named) folder added to my saved games folder and the ini-files are being messed with (get the ini.baked ones and old ini's activated). Question How do I stop this from happening (I don't want Vortex to interfere with my saves and inis)? (i.e how to fully disable Vortex profile management?)
  8. Thanks. However, I do get what actual conflicts can cause, but as these are false flags, I'm wondering if Vx does anything because of those false flags.
  9. For me, most mods that updated another mod, even by the same mod author, did get a red or a green lightning bolt, that can't be removed. Questions about lightning bolts in the load order What's the difference between the red and green? What effect does it have upon load, if they remain?
  10. Thanks J.O.D. And thanks HadToRegister for writing it extra clearly. My questions was to sompmac45, who's answer I didn't fully get.
  11. Actually, the updating of a mod is becoming an issue. I've found myself postponing mod updates due to the fact that I would have to rebuild the dependencies again.
  12. How do I clean files with LOOT? Yes, it's very nice. I didn't complain on seeing the flag, I asked what it meant... The last part of cleaning the master files and not the mods I didn't get at all.
  13. I did search the forum for answers before putting this thread up. Like for "deploy", "mod flag", etc. The hits I got was either difficult to understand or non existent. As you wrote, the community is there and helping each other. I still believe it would be a good idea if one of the moderators put up a sticky thread named something like "Community made User Manual for Vortex" or just "User Manual for Vortex". Then like I've done with this thread, add questions and answers as we learn. That way new users have somewhere to start learning, and we (the community could offload Tannin and the crew of the dire job of writing a manual). As you wrote, the community will do the answering anyway, why not gather the knowledge in an easy to read way?
  14. Thanks for sharing the knowledge! Btw, all the DLCs has that flag... but also other mods.
  15. I understand why there's no manual at the moment. But can't we, the community, get together and try to explain the stuff that's in there? And please, don't debate what should be in there. There's a million other threads for that. Edit - I believe it would be a good idea if one of the moderators put up a sticky thread named something like "Community made User Manual for Vortex" or just "User Manual for Vortex". Then like I've done with this thread, add questions and answers as we learn. That way new users have somewhere to start learning, and we (the community could offload Tannin and the crew of the dire job of writing a manual). The community will do the answering anyway, why not gather the knowledge in an easy to read way? Mod flags In the Plugins view, some of the mods have flags. Spray Bottle Q: One of the flags is an icon of a spray bottle. If you hover the mouse over it, the tool tip reads "Requires cleaning (LOOT)". What does Requires cleaning (LOOT) mean? A1: That means that LOOT is reporting that the mod needs to be cleaned. In order to clean the dirty files LOOT is reporting, you need to open Xedit, aka Tes4edit, FO4edit, SSEEdit, etc, - HadToRegister Link to Cleaning Esps and Esms Guide Deploy and Purge Q: Does what? A: Instead of putting files directly in the Data folder, Vortex uses links to the actual files. Deploy tells Vortex to install all the links for the files in your current profile mod list. Purge removes all these links returning the Data folder to a vanilla condition somewhat. I say somewhat because Vortex won't uninstall files it didn't install in the first place. - SkunkMonkey The Green and Orange buttons The green ones are for status, the orange ones are for actions. Q: Both have a trash can. Is there a difference in function? Enabling mods Q: After installing a mod, there's multiple ways of enabling it. The green button, and in the info field in the top right corner. If I enable via the green button, the info field text remains. If I enable via the info field, the green button switches to enabled. Are they doing the same thing, with only a graphics bug that doesn't update the info field status, or do they do different things? *please add more*
  16. The Dependencies feature is a very good idea to control load order issues. Some feedback from using it. I've got about 50 mods in Vortex for Fallout 4. Several of them depends on other mods, they are either patches or add-ons to the main mod. Large and complex One large group of mods I use it the mod Sim Settlements that revolutionises how you build settlements in the game. The main mod need two or three framework mods to work as intended. Thus it depends on them. Then there's two expansion packs to the main mod that adds functionality. They depend on the main mod. Then there're about 20 add-on packs that adds design variations to the main mod, and the expansion packs. So they might depend on more than one mod. Then there's mods that depend on the add-on packs. This is all very complex, and I didn't expect Vortex to handle this in the early stages, but it's a good test. Small but multi dependent Some patches solves mod conflicts, or let mods benefit from each other. Thus they might depend on two, or more, mods. After loading up the Vortex with the mods, I set out to organise them. 1. Drag n drop This is nice. At first. When you do one or two dependencies. Then it becomes irritating. It's easy to drop the drag and you have to start over. Especially when you have so many mods that you have to scroll the list. For the 20 or so Sim Settlements add-ons, I definitely would have liked a speed/power user option were the user could select the main mod and mark it as the master, then have check boxes on all other mods that I could check, and finally a 'done' button. Edit - turns out that there's a way to do the check box method already implemented. At the Plugins tab, if you left click the dependencies icon for a mod, and then selects 'Edit', all mods in the list gets a check box. The mod you started out from (Mod A) is the master and any mod you check (Mods B, C, D, etc) will be loaded after it. At least that is what it says when you're in edit mode. When you're done checking check boxes, you click the first mod (Mod A) again. This closes the edit mode. Now if you left click on the dependencies icon for mod A again, it will say "Loads after: mod B". Hm. Does this mean that it lists mods that loads after Mod A? Well, if you click on Mod B, it says "Loads after: mod A". Completely bonkers. To make things worse. The dependencies you set in the Plugins tab, doesn't appear to have anything to do with the dependencies you set at the Mods tab. 2. Multi dependencies Can a mod depend on two, or more, mods? I tried to set it up, but don't know if it works or not. Edit - yes. If it works I don't know, but you can set it up. In both the Mods tab and the Plugins tab. 3. Overview of set dependencies Is simply not very clear what's going on. This relates to point 2 above. Is it possible to have multiple bindings? How are all the links set-up? Are there loops? I have a massive amount of links, but don't know they relate to each other in the bigger picture. Edit - if you left click the dependencies icon you get a list of dependencies for that mod. 4. Updating a mod After doing all my dependencies. An update of the Sim Settlements main mod was released. Is there a way to update the mod and keep all the dependencies? I failed to do that btw ... All in all, I like the feature, and get that it's early on. So no hard feelings here, just giving some user reflections. Keep up the good work. I've already dumped NMM for Vortex.
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