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ousnius

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Everything posted by ousnius

  1. Told you people would be nice, I'm glad you pulled it through. :) Love you too. <3
  2. For anyone coming from Google, RaceMenu SE was officially released now: https://www.nexusmods.com/skyrimspecialedition/mods/19080
  3. As BodySlide was updated, the shaders and more were improved, so what it looks like now is roughly what the skin texture should be. In FO4, the skin textures are generally a little darker. But yes, there's nothing wrong about that here. You could increase the brightness in Outfit Studio, but that's not recommended, because then the bright outfits will become even more bright than they should be.
  4. Once you accept it and know how to work with it, rules of Vortex are the best for both worlds.
  5. It might be "dumb", but I can't think of a single ENB preset without an enbseries.ini file. So it should work rather well.
  6. Interesting, I didn't know of that. Well, you can still deploy your profile and then edit the .ini files in your documents\my games folder. Since Vortex uses hardlinks, they will be the same file. When you want to edit the other profile's inis, deploy that profile again instead. They're profile specific in that they're swapped out once you swap your profile inside Vortex, which is really all that matters. As for Windows users, your documents folder is already user-based.
  7. The same holds true for Vortex. It uses LOOT as a base to get a mostly working order for you automatically, and then you can go in and apply your own rules and priority numbers to affect or override what LOOT is doing. It's not a drag and drop like in NMM or MO, but it nevertheless allow for the same (actually even more) amount of customization. It's different and takes getting used to of course.
  8. The counter argument is that you don't need to know where they will go, other than adding rules or merging a few you know have conflicts that LOOT doesn't detect. But yes, Vortex needs more visual indicators.
  9. Yeah, it is doing similar things for me. Which mod, does the version number follow semantic standards? (1.2.4 etc.) Is the file vs mod page version/main file correct? Did you install it from the Nexus or manually via archive?
  10. There's an exception for that with certain tools like xEdit or Photoshop, because they actually rename files back and forth instead of straight up replacing the old file you're saving over, which breaks up the hard link. However, Vortex will see this and merge it back into its own folder or ask to do so.
  11. You can turn off auto-sorting of plugins in Vortex, and run your batch scripts after you installed all mods. The plugins.txt and loadorder.txt files still exist.
  12. Interesting, I didn't know of that. Well, you can still deploy your profile and then edit the .ini files in your documents\my games folder. Since Vortex uses hardlinks, they will be the same file. When you want to edit the other profile's inis, deploy that profile again instead.
  13. Why do you need to move your plugin order around to test your mods? You said you need it at specific positions to test, but what's the technical reason for that? You can temporarily force a global priority to the plugin, if you need it to be at the end always for testing purposes. I'm not sure why would need to test intentionally breaking your mod by putting it above conflicting other plugins. What I do agree on is the visual representation of both the mod and plugin order. The result of what all your rules and priorities come down to isn't clear enough to me yet.
  14. I'm not seeing any .ini files handled by Vortex or in any Vortex folders. I think you're confusing it with the load order and plugins text files, which you don't need to touch yourself. Don't think Vortex does anything to the game .inis right now.
  15. You don't need to drag a line all across the list. When there's a file conflict, Vortex will know and you can click the lightning bolt icon on either of the mods (a single left click). Then you can set the rule in the dialog. Unless you're talking about mods that don't have a physical conflict, of course. But those should be very rare or basically non-existent. If there's no conflict, you don't need to set any order or rule, as the order doesn't matter then. As for plugins, you can use the dependency manager in the toolbar of the plugins tab.
  16. Okay, got it, thanks. In an extreme case, it will be like manually installing mods, except into the mod folder instead of directly into the game's data folder, prior to deferred deployment. So it's do-able. I'm just a bit worried about explaining that to my users. You see, I have a popular mod that contains an embedded version (3.3) of a particular SKSE plugin, and SKSE plugins have to be loose files. There's another popular mod (not by me) that has a similarly embedded copy of the same plugin but it's an older mod that is no longer under development and it contains an older version (3.2) of the plugin. Using both mods together is popular and indeed you get extra in-game goodies if you have both installed. But my mod doesn't work properly with V3.2 of the SKSE plugin, it has to be V3.3. So the loose file from my mod has to overwrite the loose file from the other mod, regardless of which order they are installed. If we were doing manual installs, I would simply tell my users they must install my mod after the other one, and re-install it last if necessary. I'm wondering, what corresponding instructions can I post for users of Vortex? If the SKSE plugin has the same file name, Vortex will show a notification at the top right saying that "there are conflicting files". The user has to click on the lightning icon of your mod in the mods tab, which will bring up the conflict resolution menu. There, tell people to have your mod load after the other mod with the older plugin as seen in Thallassa's screenshots.
  17. In response to post #56081601. #56081651, #56083286 are all replies on the same post. Yes, as that counts for a new unique download in the respective month. EDIT: I got told I was wrong, it's only for new unique downloads total, not in the current month.
  18. In response to post #56081996. #56082276 is also a reply to the same post. The opt-in will be off by default for each mod page. That means, people won't be allowed to make "points" off of porting SSE mods, unless the author specifically enables the permissions option for it.
  19. In response to post #56081816. Each character individually doesn't necessarily give you more total unique downloads , unless you have thousands of fans that download all of your mods, or all of them get into hot files, in which case it's a good thing for you.
  20. There was no update. It's merely a change to the Steam manifest file, 1 KB. Even if there were an update, you can simply backup your old executable and put it back after the update, in case it would have changed the file.
  21. In response to post #54930308. #54930478, #54930773, #54930833, #54930843, #54930848, #54930913, #54931018, #54931133, #54931298, #54931363, #54931473, #54931588 are all replies on the same post. A clean data folder is really not an argument for using or not using Vortex. It really isn't. You're saying you're switching profiles all the time, but these are all things that are still possible (just as easily and quickly) as with NMM or MO. Just instead of doing it at runtime, the hard links are handling it within seconds. This was all explained in the previous news post already.
  22. Your graphics card supports the latest versions of the program. Even a GT 120 supports it. You're either missing the latest graphics drivers from NVIDIA, or you're not running the program with the dedicated graphics. Read up on how to run programs with the dedicated instead of the integrated graphics chip.
  23. The flex system they integrated into FO4 is only exposed for shooting stuff into the ground. You can't use it for other game effects or assign it to other actions in the engine - what you can do is change the meshes (.nif files) used and some randomization parameters in the .txt file that's located in the game folder.
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