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LawrenceFB

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Everything posted by LawrenceFB

  1. Being able to hide files would be a nice feature, especially for those that like things tidy, but I think that is a separate issue for conflict resolution. I like the idea of choosing the file you want rather than hiding the files you do not want. By all means hide a file you never want to use.
  2. Will this only be for loose files? If a file in a .bsa is being overridden will this be reported? Much that I would like to select files from a .bsa to be my chosen file ,at least for textures and meshes, it would be nice to be able to indicate that you do not want any copy of a loose file if there is one in a .bsa.
  3. Could you sort on 'Load Order' and then back to 'Mod Index' and see if that corrects the problem? I have seen this before, as mentioned in another thread, and everything looked ok afterwards. I think it is only a display/UI issue on startup, but I could be wrong :smile: .
  4. Tannin Yes, I agree that skyrim.esm should not have a load order value, but it did. As I said this could be some form of UI issue. If I see it again I will take a screen shot and add it to feedback.
  5. Ok you and Tannin have me confused again. My current understanding is that load order on the 'Mods' tab affects which loose files are loaded on a last loaded wins. This being controlled by Vortex and the files it chooses to place in the data directory. Also any loose file wins over any file in a .bsa. Then we come to the plugin tab. Here the mod index indicates the order and which .esm,.esp,.esl, etc are loaded. If there is are .bsa associated with the plugin they are loaded (unless affected by some voodoo .ini file) in the same order. So if you have resources in .bsa that you want to resolve, and Loot rules allow it, you can use user rules to choose the winning files. But you have no way, as the game is designed, of overriding any loose file with a file in a .bsa. From what I have read in comments elsewhere there are subtle difference between different Bethesda games and if there are I have failed to get an explanation of what they are and to be honest I only care about Skyrim and SkrimSE at the moment. I do hope to have another go at Oblivion in the future. The load order has always confused me. This seems to reflect the order plugins would load if they where all enabled. For me the sorting of this column is a hit and miss affair where only about half the time does it bear any relationship with the mod index. Indeed it often has Skyrim.esp at a load order of 20 or more. I have always taken this as a UI issue and relied on the mod index. True to the nature of such things, when I started Vortex to get a screen shot to demonstrate the problem it worked perfectly. I would have reported it but this only seems to happen when I and double checking things before continuing to play the game. Am I wrong in thinking only the .bsa of enabled plugins are loaded?
  6. Ok fixed it, removed OneDrive from my machine. Should have done that on day one :) .
  7. Yes I am sure. I have done nothing with 'OneDrive' (may it rot in hell) and I did update from 0.13.6. All I want is some instructions on how to fix it.
  8. I upgraded to 0.14.0 as I was having the problem of being unable to save mod conflict rules. When I resttarted I got the following error: Warning: To avoid data loss, ini tweaks are not going to be applied in this session. Please fix the problem and restart Vortex. Reason: EINVAL: invalid argument, lstat 'C:\Users\lefba\OneDrive\Documents\My Games\Skyrim Special Edition\Skyrim.ini' Anyone had this error or know how to fix it?
  9. Pardon my mumbling, I find this difficult to explain in text. Not knowing which mods have a bsa in the 'Mods" tab and the install order not reflecting that, as I understand it, those mods will be 'logically' loaded first surprises me. Unfortunately Skyrim, etc do have interdependences between the 'Mods' and 'Plugins' tabs. On the 'Plugins' tab I had hoped that we would be able to see conflicting bsa and 'Vortex' by using priorities in some way (waving hands in the air) would allow the plugins to be reordered as long as LOOT did not have an rule that prevented it. Adding a 'load after' rule would work but may be a little heavy handed.
  10. Me too. I failed to notice it change to undo. Just clicked and hit confirm, twice.
  11. That would work except "command line" is ignored. I just double checked. Unfortunately the logs just report child process exited with code: nnn. I do not remember if I reported it in Feedback as other people had mentioned it. But I will add it now :smile: . Edit: Or I would if I could login.
  12. Having spent many hours trying to do a STEP install plus my own additions. I have finally got Skyrim working :smile:. The loading of the mods was instructive as I realised a lot of the ordering was simply for category reasons. The awkward mods were the ones you needed to load 'out of order' and I found the 'Vortex' way much clearer than 'follow this is the order on the left'. I missed the conflict detection inside bsa as sometime a plugin rule could have given me a better result, but I will happily wait for this feature . Fo now if a texture/mesh issues arises I will simply take the loose files I want, using bae if necessary, to make a mod and install it last. The big problems I had was running 'Wrye Bash', 'Dual Sheath Redux', 'FNIS' and to some extent 'DynDOLOD'. For me, I had to edit 'loadorder.txt' and 'plugins.txt' to keep 'Wrye Bash' happy as it wanted 'Skyrim.esm' as the first entry in 'loadorder.txt' to it would crash and 'Update.esm in the correct place in both. I am unclear on what will happen with profiles as the patches seem to carry history over and I do not know it this is done by looking at the old patch or 'Wrye Bash' storing data somewhere. The patch produced is for the current profile but as there is no 'mod', unless I make one, Vortex has no where to store it and I would need to make a new one with a different name for each profile anyway. I could only get 'Dual Sheath Redux' to work it I ran {game}/Data/SkyProc Patches/Dual Sheath Redux/Dual Sheath Redux Patch.jar' where it overwrote the 'Dual Sheath Redux Patch.esp' it the games data directory. Vortex noticed and updated the mod, but in this case also needs to produce a profile specific mod. FNIS seems to modify files in 'Data'. Again Vortex notices by again these changes but they are on a per profile basis and, yet again, need to be put in their on mod. With DynDOLOD I learned many things. The primary one is understand what you are doing, do not simply follow a script. I borked my build two times before I realised you do not enable the DynDOLOD resources until after you build the 'Bashed Patch', If you do you get 'infinite load' on launching the game. I am by no mean sure i need too, but I also set its esp to load after the bashed patch. I need the output of TexGen and DynDOLOD on a per profile basis. There seems to be no way to do this without prefixing/postfixing the name of the archive you create from the program output. As these 'mods' are only useful to the profile you generated them for, along with the 'Dual Sheath Redux' and 'FNIS' output it would be really nice not to see them in other profiles and even nicer for them to be displayed with a 'simple name' i.e TexGenOutput rather than 'Profle' TexGenOutput. At the end of the day (fortnight) I have got a copy of Skyrim running, and subjectively, running smoother than I did with MO. I have learned new things about configuring the game and am looking forwards to future developments.
  13. Ok, you have me confused, If your new mod 'T' needs to be after 'R' set up a rule. It 'S' needs to be after 'T' set up a rule for that as well. Then if you decide you do not want 'R' anymore all is good. If 'T' and 'S' do not effect each other no rule is needed as long as they both load after 'R'. I hope I am being clear, and helpful :smile:, the way I have come to think about it is about who 'wins' between pairs of mods. So in your example 'T' needs to be after 'R', 'S' needs to be after 'R' and possibly 'S' also needs to be after 'T'. Then if any of the mods are disabled sorting would work.
  14. I tried -d on command line but it had no affect :sad:. I think other users have reported this. I have been using Vortex all day now that I can have bashed patches. At no time when Vortex has generated the loadorder.txt and/or the plugins.txt files has it put ether Skyrim.esm or Update.esm in ether file. If I add them to loadorder.txt everything is fine. If Skyrim.esm is not present in loadorder.txt Wrye Bash crashes with an obscure error about Skyrim.esm. If I do not add Update.esm I get warning about Update.esm being in the wrong place. I cannot remember the exact error but adding Update.esm directly after Skyrim.esm in loadorder.txt keeps Wrye Bash happy.
  15. I found the reason 'Wrye Bash' was crashing. 'Vortex' is not adding Skyrim.esm to '...\AppData\Local\Skyrim\loadorder.txt'. It is not adding Update.esm ether but that is not fatal. I added both and also added them to plugins.txt as well. I have to exit 'Vortex' first or it tends to update them again.
  16. I reduced my font size as I run Vortex full screen on a 4k display. The buttons on the installer menus crash into each other and, as said above, the images are too small.
  17. That was, looking at the changelog, an error parsing the masterlist :smile: . The strings causing the error were entries in that list so where independent of what you actually used. This error seems to be something else. Edit: Not an error, see below. I should have taken the time to check the masterlist and/or mod page, or even better left it until the morning :) .
  18. Change log says 'Basic' support has been added :smile: Quote: Changelog for 0.13.2 added basic support for Kingdom Come: Deliverance
  19. I was unclear. I do not wish Tannin to spend time replying to feedback. What I would like is some idea of what is being fixed. I have been holding off using Vortex in case more information was needed to fix the sorting issue I had that causes WryeBash a problem. I agree that him fixing bugs and enhancing Vortex is more important and I guess I will just have to restrain my impatience :smile: . I will backup my current Vortex setup and upgrade to the new release. That for the good work.
  20. I did not know adout the ini magic, I had only heard vague references to it :smile: . Allowing plugin rules to be written from the mods tab, if/when doable, would be great. How you show which mods can and cannot be moved above each over when resolving conflicts I will leave in your capable hands. I hate working on user interfaces :smile: .
  21. I agree about loose assets. As I understand it at the moment, the asset conflicts are only shown for loose files. If/when bsa are included and LOOT has no reason to reorder the plugins, maybe because it is a dummy plugin, the user is going to have to go to the plugin tab to reorder things in the mods tab. I am not trying to be argumentative or say give me this ro that I am only trying, badly, to point to a possible problem in the future. SkyrimSE seems, to me, to use more bsa , maybe because of CK.
  22. I know Tannin must be swamped by the feedback, I have sent enough myself, but could we have some feedback ourselves. Maybe something in 'Known Issues'. I do not want to involve him in any more discussions that he wishes to join. I want him fixing bugs, but I would like some I idea of what is being fixed :smile: . Edit: I only mean feedback on bugs.
  23. NTFS has what is affectively the same thing it just calls the fileindex. :smile:
  24. That is true for Plugin load order. The issue, at the moment, is if Mod load order can affect Plugin load order when two plugins that do not conflict have textures and/or meshes etc that do and are in bsa. It seems to me, and I could well be wrong, that in this case a plugin rule is needed for what is a resource conflict not a rules conflict. It would be helpful if people distinguished between the two. Please read carefully as I am agreeing with you, it is 'just not as simple as that'. I wish it was.
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