Jump to content

CzBuCHi

Members
  • Posts

    6
  • Joined

  • Last visited

Everything posted by CzBuCHi

  1. Thread necromancy i know but .... does anybody figure this out? or it is even possible?
  2. How to reproduce: 1. install at least 2 mods to game (say mod A and mod B; in my case game is Fallout 4) 2. disable mod A, enablle mod B - vortex will deploy mod B files to game folder 3. hit purge button - no mod A or mod B files in game folder after this 4. delete disabled mod A - vortex will start deploying enabled mod B to game folder expected behavior: vortex will detect, that game folder was purged and do not start deploying enabled mods after removing mod (i dont think that in this case doesnt matter if mod was enabled or not) - it will only show "deploy pending" notification maybe better idea: make auto mod deploy toggleable so it can be disabled during (un)installing multiple mods
  3. In response to post #54934853. i created simple cmd tool, thats search for all files inside MO2 mods directory, merges them into single dictionary (file path -> 'winning' mod name - based on modlist.txt), compares that dictionary agains previous one (if any) and uses that diff to update hard links inside fallout 4 data directory ... im thinking, that switching profiles would mean loading old and new profile file dictionary (file path -> 'winning' mod name), compare them and update game data links accordingly - witch will take more time more your profiless differentiates, but im guessing u dont switch profile every time u wanna start game ... also i no longer need to start MO2 to start modded game, witch got me thinking, that vortex dont need to be 64bit to mod 64bit game - it only needs to understand game data structure, no need to actually start the game itself (specially if it uses filesystem supported links, that are not created on the fly like VSF does it)
  4. In response to post #55328713. i personally prefer, that vortex dont have any import from nmm / mo - simple external tool, that will convert nmm data into vortex data would do the trick...
  5. In response to post #54930308. #54930478, #54930773, #54930833, #54930843, #54930848, #54930913, #54931018, #54931133, #54931298, #54931363, #54931473, #54931588, #54932243, #54933863, #54934008, #54934293, #54934383, #54935133, #54936008, #54939378, #54939888, #54941398, #54945963, #54946478, #54947498, #55048508, #55052853, #55055883 are all replies on the same post. From my perspective symbolic/hard links are best - maily because it is file system native feature and therefore more robust (and tested). Also why use vfs, when same thing can be done without vfs? Also all links would be created during mod install/uninstall/reorder phase - u could uninstall Vortex and game would still use installed mods...
  6. In response to post #54979568. #54980923, #55054108 are all replies on the same post. I dont think, that migration from NMM / MO is needed - how many modders will actually use it? me definetly not - specially when installing all my mods takses about a hour (dont count downloading because i have all archives already downloaded) As i understand, VFS will be essentially two batch files (one creates links, second delete links) with will be generated after each mod install and executed before / after game start / end.
×
×
  • Create New...