Jump to content

zone22

Premium Member
  • Posts

    46
  • Joined

  • Last visited

Everything posted by zone22

  1. I've seen tools that allow third-party programs to download mods and other data from steam workshop. I by far like nexus but not everything's hosted here. If the user provides the URL could not an extension be made to download and manage mods from steam workshop or any other platform that has an open API? I am kind of curious to see what people think. https://steamcommunity.com/dev/apiterms
  2. In response to post #82627708. #82643083 is also a reply to the same post. I can understand those reservations. Perhaps a different solution rather than directly supporting alternative packaging formats. Perhaps Vortex could detect abnormal packaging and allow the user to rectify through an interface its structure before install. ModOrganizer 2 has a system that works pretty well for this.
  3. I just wanted to thank you for making the modding community an even better place. I've enjoyed using Vortex. Even more I so have enjoyed seeing the collaboration between the community and nexus to make modding more accessible. One aspect that I think is not getting quite enough attention is Oblivion. Because Vortex doesn't support some of the alternative mod managers package BAIN/OMOD package formats. Most mods are packaged in those formats and it's nearly impossible to use Vortex without extensive restructuring each package to work appropriately. As new people are getting into Oblivion or earlier Bethesda titles they are going to be very frustrated. This potentially could harm the their respective modding communities over time.
  4. The issue is resolved. For Landscapes - Cathedral Concept `LODGEN Textures for v3` needs to be removed after running LODGEN.
  5. For Landscapes - Cathedral Concept it also says earlier "...so that you can use it as a foundation without having to worry extensively about compatibility" Therefore I breezed by treating it like any other textures re-placer. Usually required files are normally stated during the download process as well. This is most likely the source of these issues thank you for pointing it out. My time is limited for testing so I have to do it piecemeal. So unsurprisingly this issue does not appear with vanilla.
  6. Thank you both for taking the time to be awesome. 1. I thought it was a corrupted ini. setting. However reverting to default or using the recommended BethINI settings had no effect 2. SSELODGen the next culprit however doing a "purge mods" Vortex to clean out any generated files did not change the issue. 3. brand-new save no change Suspected landscape mods - BlendedRoads: however this should not impact the entire ground texture. - Verdant/Landscape Fixes For Grass mods: only affects the grass - Cathedral Landscapes - Myrkvior - The Flora Of Skyrim Suspected lighting mods: - Vivid Weathers - Definitive Edition - Realistic Lighting Overhaul - exterior load order
  7. So I ran into a strange bug that looks like strange land shadows or black ground textures. As I walked towards the black it disappears. Thoughts anyone?
  8. Looks like there's an issue created! For all those that wish to support such a feature please make yourself known by voting with a thumbs up or responding with your support in github.
  9. That's a good suggestion. If the review is accepted I will post github the link here.
  10. Oblivion is from a time where Vortex did not exist, so many of the Mods utilize BAIN format. As many of the authors have moved on from Oblivion or modding altogether there is no chance of many of the mod install format being updated. Therefore the pursuit to support BAIN as a legacy install format for Vortex. Details on the BAIN format. if official support cannot be granted perhaps could it be included through the plug-in system by the community?
  11. ModPicker:C4C64782
  12. This would be integrated into nexus and Vortex, Modifying or maintaining URLs should not be required as they wouldn't be user facing.
  13. There is a database already on Nexus that stores what plug-ins belong to what Mods(see below). The only thing that needs to be implemented is hashing which may already exist and some search parameters on nexusmods. On to your second point I appreciate the encouragement. Although this is something that has to be done through nexusmods and Vortex. Anything that relies on a third-party won't. Automation Is key without intervention. If anything Boss, Loot, and Mod Picker are a testament to that fact.
  14. Yes that is indeed annoying but I don't see how it affects what's been suggested?
  15. That's just it no one has to manage the metadata mod authors or users. The hash can be automatically generated when uploading the file by nexus so is the file contents the file manifests already generated. Go under Main files of any mod on nexusmods. Click on Preview file contents. That contains the file manifest reach mod on nexus contents like 'Hearthstone.esp. So yes the hash would go out of date when the mod is updated. It is enough to guide the user to the mod page were the download once existed or does exist.
  16. I understand where you're coming from but none of what I've suggested does not takes away from the install process or the user's responsibility to read instructions. Just so you know I've installed FCOM and 600 other mods for oblivion. I had to read through mod install instructions, install in order, clean, manually merge, and manually sort load order. What I'm suggesting makes this easier but not automated... It allows the user to search Nexus by dependencies for the most part missing Masters. It also informs users that they have implicit dependencies that yet could be installed. It's their choice whether or not to install them. All of this information is already contained both in the Vortex and nexusmods.com. The data already exists and does not have to be curated by authors or mod users. Nothing I'm trying suggest automatically pull down and install mod z Meta data already exists within the mod that has the missing dependency and on Nexus which contains missing dependency in the file manifests. For example 'AwesomeMod' AwesomeMod.esp has missing dependency named 'Hearthstone.esp ' which unique hash which is defined as a missing master in AwesomeMod.esp 1. user clicks on missing dependency 'Hearthstone.esp 2. browser opens up 3. Nexus displays lists of Mods containing 'Hearthstone.esp' and unique hash
  17. @Augusta Calidia Thank you for sharing your experience thoughts and helpful hints. To clarify a few things. Yes Vortex does automatically sort the load order and that's beside the point I'm trying to make here. When you're reading the notifications you are not informed in the 'more' section - which mod the master ESP belongs - nor does it display what the which mod missing dependency belongs You have to manually type that information in the model plug-in section to discover which mod it belongs. 2. Clicking on ESP that contains missing Masters should send you straight to the mod it belongs to. 1. Vortex already tracks ESP going to each mod. Why not load those mods containing the missing ESP's in a filter so that the dependencies can be installed with greater simplicity. A missing Masters filter would be useful as well. So it does not get mixed with other warnings. The above suggestion only works if the dependency is in a downloaded or installed mod. Could we handle missing dependencies that are not downloaded by tapping into nexusmods for the missing esp. Each uploaded mod has a manifest containing all the files in it. Which leads to the third suggestion, 3. Cross-referencing missing ESP files that are not found locally Vortex through the website to guide the user to the list of mods containing ESPs files. If it would help I could drop a diagram. lf very fortunate that you've not had to install mods in a certain order. Keep in mind I'm not talking about load order but install order. Here a example Know Your Enemy - Trait-based resistances and weaknesses 1. Say Animal Tweaks are Installed so naturally would select the option that installs the patch 'kye_animal_tweaks_patch.esp'. Great everything works as expected. 2. After you continue to install more mods. 3. Now Helgen Reborn mod is installed. If I don't go reinstall Know Your Enemy patch 'kye_helgen_reborn_patch.esp' patch is missed. 4. When you're dealing with hundreds of mods this issue gets exacerbated. The user has no notification that a patch has been missed.
  18. First off well done Vortex is maturing into a wonderful mod manager. I would like to share some frustrations which are not unique to but hopefully could be resolved by Vortex and its development team in the future. To put this into context this frustration comes from managing well over hundred mods. 1. When installing large amounts of mods they have to be installed at a certain order. This is true of any mod or patch that have dependencies. The frustration: Setting up the user might install a mod too early that contains a patch for a mod that they install later. The user missing out on a patch that should be installed. 2. A installed mod depends on an ESP file/mod thats downloaded or not downloaded by Vortex. The frustration: The user is left with googling esps or trying to reinstall the mod to check options selected. This is because esp often use acronyms or the name seems unrelated to the mod it depends on. It's not an insurmountable problem but does take a lot of research especially when dealing with a large amount of mods. Proposal: Notification displays missing masters, click on 'more' displays plug-ins and their missing masters. A new feature would be navigate by clicking on either the missing dependency usually a plug-in or missing master or on the master. 1,Clicking on the plug-in or master would take the user to the installed mod that belongs to. 2. When the dependencies is missing clicking on the missing dependency would... - if the mod exists downloaded containing the dependency clicking on what's missing would filter in the mods that need to be installed or enabled. Possibly highlighting the install option that needs to be selected. - If mod does not exist locally to which the missing dependency belongs to then Vortex looks up the plug-in by name and hash of the plug-in on Nexus. Then opening up the web browser to display a list needed mods. Understand I take my time to read the mod pages and readme's. This issue gets exacerbated with large amounts mods but also would help those who are new to modding resolve errors without turning to support of the mod author.
  19. ...Documents\my games\Skyrim Special Edition\SkyrimPrefs.ini The Fix [Display] bEnableImprovedSnow=0
  20. Initially I thought this was related to ini settings but there is no effect messing with the snow shader. I'm running vivid landscapes and vivid weathers. Pics https://ibb.co/cUcDo8 https://ibb.co/hOb688 https://ibb.co/mNZF1T
  21. snarfies A user on a different Forum said "I know this problem. Its a combinations of: ASIS, PerMa, and Apocalypse Magic. At least, that's the combo I narrowed it down to on my system. SIC worked just fine for me. If you run PerMa, then ASIS, you will be stuck at the menu. If you run ASIS, then PerMa, you will be fine." I believe given that Apocalypse Magic caused problems for him as SIC did for me, it sounds like it's a fundamental issue rooted within the dynamic patching process. The conditions were right for both of us experience the same bug. That being said these mods that we've mentioned contribute to the condition but are not the cause. I need more information from people that have experienced this issue land input from those who might have technical insights on dynamic patchers and TES5Edit. He is right that if you run ASIS, then PerMa would be the easiest workaround, but I really want to see this issue resolved even if it's rare.
  22. Has anyone experienced ASIS with Perkus Maximus where they start the game and the main menu never appears but it works when ASIS is disabled? it's not a black screen and the game is not frozen completely except for the menu which never appears. I need your help to figure this out. Here's my particular situation.... After many many many2hours days of testing I finally found my first lead to solve to solve this issue. The only difference between all working and nonworking load orders Skyrim Immersive Creatures v6.5.2a Skyrim Immersive Creatures contains Rebirth Monster - SIC Patch.esp – Not used do to testing atm Skyrim Immersive Creatures.bsa Skyrim Immersive Creatures – DLC2.bsa Skyrim Immersive Creatures - DLC2.esp Skyrim Immersive Creatures.esp I highly suspect this is a cumulative issue between Skyrim Immersive Creatures - DLC2.esp, ASIS and Perkus Maximus 1.2 and something else in my lower order. The following testing was performed with an updated bash patch and dynamic patchers between each testing cycle. With Skyrim Immersive Creatures - DLC2.esp installed when the LO is processed by ASIS and Perkus Maximus 1.2 the main menu does not load. With SIC DLC2.esp uninstalled when the LO is processed by ASIS and Perkus Maximus 1.2 the main menu loads. With SIC DLC2.esp installed after the LO was processed by ASIS and Perkus Maximus 1.2 the main menu loads With SIC DLC2.esp installed with the LO was processed only by Perkus Maximus 1.2 and ASIS unchecked the main menu loads With SIC DLC2.esp installed with the LO was processed only by ASIS and Perkus Maximus 1.2 unchecked the main menu loads. With SIC DLC2.esp installed when the LO is processed by ASIS (with NPC enchant fix unselected) and Perkus Maximus 1.2 the main menu loads. If I load just unofficial patches, Skyrim Immersive Creatures, Perkus Maximus 1.2 processed by by ASIS and Perkus Maximus 1.2 the main menu loads Therefore I believe cumulative issue between Skyrim Immersive Creatures - DLC2.esp, ASIS's (NPC enchant fix), Perkus Maximus 1.2. And something else in my loader. How should I continue troubleshooting this issue? with TES5Edit? What type of records should I be looking for? Examples anyone?
  23. LOOT Is run before the dynamic patcher starts every time.
×
×
  • Create New...