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ChemBoy1

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  1. I did. I said the extension has to be rewritten. Did you read what I wrote? The code would have to be changed to accommodate the Enhanced executable.
  2. You are absolutely correct, showler. As someone who has actually read the source code of Vortex and developed a large portion of its game support codebase, and understands how Bethesda games load mod plugins, you absolutely do NOT need Vortex open for mods to work in ANY Bethesda game. You can launch the game with SKSE directly from the game folder and everything will work fine. I do it all the time. In any event, Vortex 1.14.7 has fixed this issue with the plugin-management extension: https://github.com/Nexus-Mods/extension-plugin-management/pull/48
  3. We need error messages and logs and a basic description of exactly what is not working.
  4. Did you read the PR for the workaround, like I suggested? Reinstalling Vortex does not affect your mods. And would not fix this particular issue. It's important to note that issue only affects launching the game. All of your mods will install correctly once the new path to the game folder is discovered. Workaround:
  5. I opened a bug report on the Vortex GitHub related to this: https://github.com/Nexus-Mods/Vortex/issues/17848 This is an issue with the Vortex application itself. It does not handle moving between game store versions where the executable names are different well. The PR has a procedure I used to bypass this problem. But it can probably be addressed by the Vortex devs as well. Basically, the Vortex data gets "stuck" on the old executable name, even when the discovered game path is changed. The function to set the executable is run at Vortex startup, and should update the state with the new executable name. But that doesn't appear to be working properly.
  6. Did you do what the error message says? A critical file for Vortex is missing.
  7. The executable is set dynamically at runtime. You have to get Vortex to clear the state object for the game to refresh the executable. 1. Stop Managing game in Vortex. 2. Restart Vortex. 3. Manage game again. I've tested this procedure and if works.
  8. I am not sure if it is possible to launch the game and load a save immediately. It's only a couple clicks to select the save and load from the main menu. The button to launch the game from Vortex is always there in the top left of the Vortex window. I'm assuming you're talking about Skyrim or FO4?
  9. You should report that to the Extension author. Did the devs update where mods should go? https://www.nexusmods.com/site/mods/110
  10. I assume you are talking about Oblivion Remastered (OBR)? You did not state what game you are talking about. Vortex currently has a limitation of a single Load Order page per game. I believe the devs are working on expanding that, specifically to accommodate this game. It would also be useful for several of the games I maintain to have more than one Load Order page. It would not be feasible to include pak mods in the Gamebryo plugins load order. It would have to be separate. There are already many UE games with load order support for pak mods, so implementing it for OBR after multiple load orders are supported would be pretty easy. @Nagev - Could you weigh in on this topic?
  11. There are config files and save files on the Nexus, yes. You would just have to install them manually. You can still download with Vortex, but then you will get an installer error message with a button to open the relevant folder where you can manually copy the mod files from the staging folder. Example config mod: https://www.nexusmods.com/stellarblade/mods/17?tab=description Example save mod: https://www.nexusmods.com/stellarblade/mods/241?tab=description
  12. Vortex can launch multiple child processes. Make sure their are No Processes associated with Vortex.exe. Use an advanced Task Manager like System Informer.
  13. No plugins tab means the gamebryo-plugin-management extension is disabled or not loaded. Restart and update Vortex, then if not resolved, go to the Extensions tab and see if all extensions are loaded properly.
  14. @MadeUpName92 1. I am on the FOLON discord. 2. You have to reinstall the mod manually after every game update doing it that way. That's the point of making the directory link. Avoids that. That's what mod managers are for. To do the thinking for you and save you time. 3. The extension uses the same procedure in the original post, so I did not "come up" with anything. I simply worked out how to automate as much of the process as possible.
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