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zarantha

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Everything posted by zarantha

  1. Yay! Glad this worked for you capella! This part I can answer, it's something I'll be doing during the new pc setup before I start copying stuff over. You can change the location of the user folders in Windows. I've currently got mine going to D: To change the location of Documents from c:\users\<username>\documents to c:\users\<username>\onedrive\documents (or any other location): Open file explorer Right click on Documents in the left sidebar and select properties (or browse to the folder location and do the same) In properties, select Location Click Move and browse to where you want Documents to be. Click Apply. You'll get a pop up asking if you want to move your files from the old location to the new location. Say yes. You should see the new path in the properties window. When you click ok, it will start moving everything over. Resolve file conflicts (if any) as appropriate. If the new location is empty, there won't be any conflicts. Repeat for anything else in c:\users\<username> that you need to move elsewhere.
  2. Since I'm not copying my game folder, I suspect it is necessary for me, otherwise it will complain about *a lot* of missing files. For mass enable after redeploying everything, couldn't you do a ctrl + a to select all then click enable at the bottom? That still doesn't fix if some are disabled, but it's got to be faster than just clicking through them one at a time even in Wryebash.
  3. Sounds good. Mine will arrive the first or second week of December, so I look forward to seeing how this works out for you.
  4. I'm planning on just re-installing the games from scratch. This would have the added benefit of making sure I don't have any stray loose files in the game directory other than the ones I currently need. I'm only playing SSE at this time so I'm not doing the whole steam library up front. After SSE is installed I would install Vortex and setup my paths for the game folders. This should prevent any problems with Vortex needing empty directories for any of the downloads or game folders. Most tools are extract only or are mods themselves (Wryebash is the exception), so just copying those over should work. My thought is that the shortcuts on the dashboard aren't validated except when run, so it would be fine to wait on that until the Vortex settings are synced one way or another. I didn't think about purging mods on the old PC, but that's probably a good idea. Once that's done, I'm taking out the secondary drive where Vortex and mod tools live on the old pc and connecting it to the new pc using a USB to SATA cable. From there, just a straight disk to disk copy to put everything in the new folders. My user folders are on this disk too, so I should be able to copy the appdata files for Vortex as well. I've got around 400 mods. I really don't want to reinstall them all again. I did that when I messed up the NMM to Vortex migration. It'll be a few weeks before my new laptop gets here too, we're holding out for the sales before buying. So I've got time to work this out and make sure it's as foolproof as possible. I'm pretty sure this should work. If it wasn't for the custom theme I've done for Vortex, I think I could leave off copying appdata as well and just copy the staging and download folders into the new folders after they're setup. It wouldn't take much to get the tools setup again, it's just pointing to the exe's. So it seems using capella's extended steps, I would be doing: On old computer Note all settings in Vortex (especially Mod staging folder & download folder) (old D:) Note Steam\Skyrim install location (old D:) Note Vortex install location (Program Files is old C:, user folders is old D:) Purge mods in Vortex Shut down the PC and remove the secondary disk where the data lives (old D:) On new computer Install Steam to new D: Install SSE to new D: Run SSE first time Install Vortex to new C: Set Vortex settings as noted above (paths are empty at this point) Connect the old secondary disk as a USB disk on the new computer Copy Vortex AppData folder from the attached disk Copy Mod Staging folder from the attached disk Copy mod tools to new D:, install Wryebash Start Vortex to make sure it runs as expected - If the previous steps went as expected, then as far as Vortex is concerned there is no change to any paths. Extract scripts manually in SSE data folder for SSE CK Install SKSE and other DLL mods that go in SSE root path Deploy mods (un-purge) Confirm tools start from the Dashboard shortcuts Fire up Skyrim and pray it works!
  5. I plan on getting a new laptop soon and setting it up properly - ie, without disabling UAC and potentially messing up my permissions this time. I'm expecting the file permissions would be corrected on a copy, while a restore to the new pc would still have the admin vs user permissions.... If I'm wrong, go ahead and correct me. Would these be the correct steps to migrate Vortex to a new pc? -- Install Vortex and setup paths for mods -- Copy \Vortex Mods from the old disk/old pc to the new disk/new pc -- Deploy mods Also, what would I need to copy over to the new pc to keep the current settings? %appdata%\Vortex?
  6. See this thread: https://forums.nexusmods.com/index.php?/topic/6883742-eperm-operation-not-permitted-rename/
  7. I'm talking about mods that I get from other sites, so there's no data to pull from the Nexus. When I've seen the data 'fix' itself for a mod manually installed, it's only been mods from Nexus. After the mod is added Vortex, it goes to fetch the metadata. That's not an option for mods downloaded from other sites. And this is not the mod name I'm asking about either - that can be changed easily enough right now. Let's take this as an example. I have a mod from Steam that I downloaded for Skyrim LE long ago. There is no equivalent on the Nexus. I grab the esp, create an archive and use Vortex to install to Skyrim SE. What do I need to do to have author and description populated? It's a self created archive - is there a meta.ini that Vortex could read to populate this that I could just stick in the archive? I think its easier to just edit the fields in Vortex, but there could be (and probably is) a reason why they can't be edited. So I'm not trying to change anything, just add to the data. If the solution is to add a file to the archive with the meta data, I'm ok with that, but what would the file name and structure be? Just curious if there's another workaround or if I should do a feature request, or if this is a don't bother - won't ever happen deal.
  8. I've got a mod that I manually added to Vortex. I was able to put in a version and assign a category, and I've put the description in the notes for now. Just wondering if there's a way to edit the description at the top and the author, or are those only pulled from Nexus? Author gets highlighted, but doesn't let me type If I click on description there's an empty box? that opens. That seems to be so the full description can be displayed, so I assume that part is working as designed. I've got a lot of manually added mods, it would be nice to put everything in the right fields.
  9. Found this in another thread. Have you tried this? https://github.com/Nexus-Mods/Vortex/issues/233
  10. I've seen this too since upgrading to 15.2. I do have autosort enabled so it does fix itself automatically, but it's odd why it's happening at all. I've seen it consistently after enabling a mod that I've just installed. I suspect that undeploy / deploy might do it too, but I haven't tried that. Here's a few screenshots that I captured before autosort corrected it. https://www.dropbox.com/s/2jwquvcrxaidn7h/load_order1.PNG?dl=0 https://www.dropbox.com/s/2k8cwahtdntzdbf/load_order2.PNG?dl=0
  11. Thank you for the explanation. Based on that, I'd expect the heuristics to pick it up, but it could also be how the author uploaded them. JK's Skyrim https://www.nexusmods.com/skyrimspecialedition/mods/6289?tab=files I have JK's Skyrim all in one and JK's Skyrim SE Holidays Patch from the miscellaneous files. Vortex screenshot: https://www.dropbox.com/s/sj88p2l9zhmglfk/jk_skyrim_example.jpg?dl=0 Holidays https://www.nexusmods.com/skyrimspecialedition/mods/1533?tab=files I have Holidays v2_20 Alpha 1 from the miscellaneous Vortex screenshot: https://www.dropbox.com/s/9nsq390plkqed7c/holidays_example.jpg?dl=0 I looked through my mods again, and I do have some mods that don't flag different versions for updates, so it's not all mods. Here's some 'working' ones, if you need them for comparison. Skyrim Alchemy and Food Overhaul (SAFO) - assets and core files are different versions, and assets is not flagged for an update. https://www.nexusmods.com/skyrimspecialedition/mods/12343?tab=files Legacy of the Dragonborn SSE - has a main and an update file, the update is installed separately. The main file does not show as needing an update. For the times when there's no update file, just the main file, I usually know this one needs an update because the patches file shows it is downrev. https://www.nexusmods.com/skyrimspecialedition/mods/11802?tab=files
  12. Is there a way to have Vortex check the version for the file name of what you downloaded (patch version or alternate download version) instead of just the main file when checking for an update? Couple of examples: JK's Skyrim and Holiday patch for JK's. Both JK and the Holiday patch for JK are up to date. JK's Skyrim is 1.2, JK's Skyrim SE Holidays Patch is 1, both are downloaded from JK's Skyrim mod page. But because JK's is version 1.2, the Holiday patch is also flagged as needing to be updated even when the current version for the patch is 1. Holidays itself is flagged as needing an update even though I am using the SKSE version (2.20A1) and not the main version. The version that I am using is current. This is even weirder, because the main Holidays version is 2.14. Vortex is not recognizing that 2.20A1 > 2.14. (This might just be a quirk of how Vortex recognizes version numbers, I think I recall reading something about that.)
  13. Anything that has an skse plugin dll will need an update. Things like racemenu, ece, fisses, jcontainers, fuz ro d'oh.... Anything that depends on mods like these will also not work until they've been updated. If everything hasn't been updated that you use, roll back to sse 1.5.23 / skse64 2.0.6. I believe there's instructions on how to do so earlier in this thread if you need it, or just google it :) As for the questions on skse64 stability, it has been extremely stable for me even during alpha, and is now out of alpha with 2.0.7.
  14. Had a mod that I imported where the rule would save but never apply so it still showed a conflict. Turned out to be an issue with the file name. After deleting the mod, renaming it, and re-importing I was able to get the conflict rule saved and applied. The character I had a problem with was brackets [ ] but there may be others. Feedback submitted through vortex already.
  15. So far, I'm liking Vortex although it definitely has a learning curve and some issues to be worked out. It's promising and I look forward to continuing to use it. I'd like to see an automated conversion of Oldrim mods to SE once Vortex is stable. Or if Vortex supports adding plugins or extensions, maybe all that would be needed is a plugin for Vortex? At this point, most folks know the basics of what needs to be done to convert a mod from Oldrim to SE. I'm looking for a way to automate optimizing the NIFs and converting the animations and behavior files during install. I would like to have this as a selection after choosing to install to the mod to SE. Basically, a workflow similar to this: -- Download is for a different game --> Select Skyrim Special Edition -- Mod contains files that should be converted for use with Skyrim Special Edition, convert them now? --> Yes / No -- Convert or Skip -- Install I'm assuming we would still need to run the esp/esm through the Creation Kit after, but if that could be scripted too, that would be great. Anything with .dll files should have a warning that it can't be automatically converted. This should hopefully kill off most of the conversion errors talked about on various forums while waiting for official updates. No rush on this tho - just a wishlist item for when you're ready to do them. Just jotting down now so I don't forget later. :smile:
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