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calscks

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Everything posted by calscks

  1. welp, turns out it really be the issue on symlinks. it looks like the game can't properly read/write symlink-ed configuration files. since I'm using a mod called Friendly HUD, by manually copying Friendly HUD's modified input.xml under \config\r4game\user_config_matrix the key bindings of every action finally show up. the only way to avoid this problem if insisting on using vortex is to avoid symlink deployment, by having witcher 3 game on your C drive, the mod staging folder in your C drive so that it shares the same drive with your My Documents folder (%UserProfile%\Documents). This will probably allow other kinds of deployment method so that you can avoid using symlink deployment.
  2. Update: This is no longer an issue. I figured it out. The Witcher 3 Menu Mod is a mod created by the Extension. I had just not seen it before. Must be pretty new. what did you figure out? i'm having the same problem, as the game doesn't read the symlink properly for the input.settings file, therefore my key bindings section only has quick save being shown up in the game. not only that the menu mod thingy also has user.settings that overrides my changes made in-game each deployment. if i'm using HDRP i'd have to always re-set the textures setting to HDRP setting (after each deployment, my texture settings will become "low").
  3. This has been bugging me for a while now. Vortex kinda messed the usergroups up. I've reset the masterlist and purged all my custom groups to re-create a new one because I've had this problem several weeks already, thinking that resetting and re-creating it may help. Turns out Vortex still left some entries over the userlist.yaml after setting up my groups and applying them onto my plugins, and always complain about more than one entry. This forces me to always open up userlist.yaml and fixing it manually. Hopefully, please investigate. sample duplicated entries left out by Vortex: it leaves the residues above, then assigns my new groups to the plugins:
  4. after updating to the latest version, vortex complains about invalid group rules, and claims that some vanilla groups don't exist for whatever reason. after "fixing" it, I tried to re-set some of my plugins to the vanilla groups mentioned, because they won't be deleted nevertheless since they're "vanilla". and then vortex complains about duplicated entries, and errors on loading the userlist.yaml. it seems like vortex completely messes up the userlist.yaml. it claims it couldn't find some vanilla groups yet the groups can be observed in the node tree.
  5. my main use case is when there are two mods that have conflicts with each other, say 5 files. I will load mod B after mod A. say both mod A and B are active; I try to disable mod B, vortex won't complain anything and deploy, as expected and it should work that way.(while A and B are active) I try to uninstall mod B, vortex complains about external changes on that 5 files, says they were "deleted", as vortex assumes when mod B is being uninstalled, the 5 files were removed before actually checking that it can replace the 5 files from mod A. therefore, "save all changes" and "revert all changes" do not affect the underlying structure.same goes to reinstall and update, whenever uninstallation is being triggered, the external changes dialog will appear.
  6. it's not only specifically towards updating mods, the external change handling is wayyyyyyyyy too oversensitive than of 0.16.x. i've tried to install two mods, where the second mod has conflicts with the first e.g. 6 files. no matter if you set up the loading order, if you try to uninstall the second mod, Vortex falsely detects the 6 files as external changes.
  7. after a few days of testing, I think I found the culprit. no, voertex ddidn't cause any issues... even though I rolled back multiple times and surprisingly it doesn't break anything. the one that's breaking the game is that somehow there's a threshold on how many ba2 archives can be loaded, OR how many plugins that load archives into the game. no, it's not about going over the 255 plugin limit, but over a yet to be discovered (correct me if I'm wrong) ba2 limit which I don't think anyone has discussed this thoroughly before. I have countless mods that add respective ba2s including dozens of CC contents, therefore when I tried adding another mod, regardless of esm, esp, esl-flagged esp or pure esl that loads ba2s, crashes the game at startup simply because the engine couldn't handle it. if I install a mod with loose files or simply a pure plugin the game will run fine. major culprits are the useless CC contents such as ugly and useless pipboy, armor and weapon paint jobs. deleting them freed up the "ba2 slots" and solved the problem!
  8. sorry for late reply. plenty. I have around 412 enabled plugins, including esl-flagged esps or pure esls. i'm running on 6600K and a 1060, RAM is 2800MHz 16GB. running the game on SSD. I've been testing what the issue is from purging and disabling all mods then re-enable and re-deploy them one by one to see what's the issue. aaaand I think I found the root cause that there SEEMS to be an overflow, not on the plugin count (my plugin count ends at EF -- around 240 esm+esp plugins), but instead on the number of ba2s loaded cumulatively by all plugins or the number of plugins that load ba2s cumulatively. I tried installing a mod with loose files and the game ran fine. tried overflowing the plugin count with plugins that don't load any archives, the game accepted that. then I tried installing a mod usually with archived ba2s such as weapon mod (e.g. AK400 currently at the top of hot mods) and the game crashed on startup. then I disabled one of the mods with ba2s and the game didn't crash. I'm gonna need more insights for this.
  9. it shouldn't be missing masters as xEdit and vortex didn't pick that up. I'm running a lot of mods.
  10. my problem is a little weird, as the game will crash on startup whenever any new mod with new plugin is added to the load order /plugin list. if I remove the new mod, the game runs just fine. I'm using vortex, I've tried purging and redeploying mods but to no avail. there's no missing masters, and the number of loaded references is within the game's limit. what could be the culprit?
  11. Have you checked whether any of this applies for you?ÃÂ https://forums.nexusmods.com/index.php?/topic/7151166-whitescreen-reasons/ the "ToLocaleString" error is still persisting. What is the exact error message you are getting? Can you make a screenshot? sorry for inconvenience but i'm not re-updating to .17.1 for now... but hey the screenshot is exactly the same with the issue I faced in .17.0 as well. #8 on this thread. my issue has also been reported to a closed GitHub issue
  12. this is a very weird issue, which I have no idea whether if my game is borked or being caused by vortex. :huh: my game (fallout 4) worked fine 2 days ago on vortex version 0.16.15. today I've decided to update the version into the pre-release 0.17.1. previously a lot of us had problems on 0.17.0 due to loot crashing in the background and caused the application to sort infinitely therefore had to revert back to .16.15. very soon after updating to .17.1 I faced constant vortex crashing that kinda fixed by disabling the gamebryo savegame management extension but eventually forced to roll back to .16.15 again due to an unrecoverable error "Cannot read property 'toLocaleString' of undefined" (but probably have been fixed in a commit after .17.1 release). here's the weird part, after the hassles, my game loads fine if I'm having the same mods and same plugins installed. if I try to install a new mod with a new plugin, the game crashes at startup. I tried purging and re-deploy mods but to no avail. only uninstalling the newly installed mod+plugin works, the game will run and my saves, gameplays will still work in-game. I have no idea what to do and zero idea what causes the game to behave this way.
  13. Have you checked whether any of this applies for you?ÃÂ https://forums.nexusmods.com/index.php?/topic/7151166-whitescreen-reasons/none unfortunately. since it doesn't throw any exception code, I presume I'm looking at unidentified exceptions. I'm using latest office 365, running on an Nvidia GPU, didn't use any jpegs for anything, no ease of access enabled. none of the unidentified exceptions apply. EDIT: it seems like there is a person reporting the same problem in that thread too. I disabled the Gamebryo Savegame Management and seems like it works now. no idea about what happens next though. EDIT2: had to roll back to 16.15 again. the "ToLocaleString" error is still persisting.
  14. after reverting to 0.16.5 from 17.0 for a few days now, i tried updating to 0.17.1 from 0.16.5. vortex is now being stuck at an endless loop of crashing, where it loads the main menu, then crashes to a white screen, then loads the main menu with a notification indicating that vortex restarted after crash, then crashes again, then loads main menu again with a second notification saying that it crashes, then crashes.........without stopping. what do? there's no error log, no nothing, therefore can't report anything about it.
  15. can we, who downloaded 0.17.0, revert back to 0.16.5? the pre-release version is a little too broken in its current state. yeah i know before installing this one, it did prompt it's a major update and shouldn't be rolled back. whenever i try to uninstall a mod, it'll say it detects external changes, of all files of that mod being uninstalled. clicking on "show individual files" triggers this error. i'll be sure to send a bug ticket on this as well... edit: it seems like it's been fixed on from a commit.
  16. sure but i'll bump this as well. it's stucked at endless sorting.
  17. Elminster has simply developed the greatest tool in such a large modding scene. Without it many mods cease to exist and the expansion of the modding community would have certainly slowed down.
  18. A familiar take on many current application is introducing data/settings import during any installations at any time intervals, and/or import data/settings in the application after installation, but the former approach would be much viable. I think this helps a lot when one is performing a fresh install of vortex, e.g. re-formatted system drive, or a new PC with fresh system drive but with existing game installations and mod path on other existing drives, and want to retain numerous data and settings such as mod dependencies, groups, categories, rules, order and so on. I'd like to know more about which files that should be backed up as well. EDIT: lmao am illiterate it's been mentioned (about moving vortex settings to new PC) in the knowledge base
  19. same. i have this problem too recently. never have faced this issue right until a few days ago.
  20. what about those with custom exported facegeoms, such as found in Lots More Settlers and Enemies? shouldn't it not cause stuttering since facegeoms are exported for each edited/custom npcs yet LMSE is still suffering from severe lag. i also wonder if I should export facegeoms for mods that edit npcs.
  21. The error is: it complains it couldn't download the installer from github releases. probably naming inconsistencies, it's named "vortex_setup_0.16.10.exe" from the release, but vortex is looking for "vortex-setup-0.16.10.exe".
  22. In response to post #64520046. "always the most vocal and most demanding while enjoying their free ride" damn well i couldn't have worded this better
  23. In response to post #64385491. #64411706, #64414166, #64439356, #64448321 are all replies on the same post. i've been trying vortex for several days now; compared with the alpha version early this year which i thought was bad, the beta is extremely stable, fast and friendly to even advanced modders. the group feature in the plugins tab is all I want to sort my mod better. the external changes, conflict handling are consistent as well. one of the worst part i had during the alpha stage was the inconsistencies from the conflict handling. so this time it's not bad, so far i like it and now i believe i can fully ditch nmm.
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