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Rattledagger

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  1. Uhm, unless you disable updates, until a new version fixing the problem was released, wouldn't you basically get stuck in the infinite loop "install 1.5.7" --> "get upgraded to 1.5.8" --> "install 1.5.7" --> "get upgraded to 1.5.8" etc.
  2. Messages permanently going-away after a few seconds isn't very useful if you expect users to see the message and even less useful if users are supposed to have the option to interact with the message.
  3. I've never tried this particular Vortex extension, but you can in Vortex under "Extensions"-tab click "Find more" and search for "Download Game Assigner". After installing this extension and re-starting Vortex, under Settings - Downloads where should now be a new option where you can assign downloads for game X is compatible with game Y and afterwards any new downloads for game X should be possible to install in game Y without getting any warning about "different game".
  4. Doing a very quick test with Skyrim, not SSE but the original one. With only SKSE + SkyUI + unofficial patches, putting game and Vortex mod-files on network drive works and starting game only takes 16 seconds, whereof a few of the seconds is for playing the logo-video. Still, one disadvantage is, every time you deploy, purge or switches between profiles it seems all files are detected as "External changes". At least with original Skyrim it kind-of-work, but I wouldn't recommend doing this. edit - running Skyrim from SSD takes 11 seconds to start the game, meaning even with this small setup you'll use 5 second longer to start the game off networked HD.
  5. While the MO2-executable as default installs to c:\modding\mo2, if you create a global MO2-instance this as default uses %localappdata% for storing downloads, mods, profiles etc. for this instance.
  6. Note, "dinput" has been re-named to "Engine Injector" in more resent Vortex-versions like v1.4.12.
  7. Quick test, after manually downloading the mod the zip-file includes 9 sub-directories of the main folder, thereof 5 of them are empty while the 6th. sub-directory includes two empty sub-directories. So clearly you can't rely on file preview to see empty directories. Since I've not got Mount and Blade, tried adding mod to SSE instead and using the option "Unpack (as is)", but this only unpacked the 3 sub-directories with files in them.
  8. As the warning say, you've got a BSA that claims it's made for Oblivion but you're trying to use this BSA in another game. Trying to use for another game has 3 possibilities: 1: BSA crashes the game. 2: BSA is not loaded at all. 3: BSA is successfully loaded and you can continue using BSA even it claims to be for another game. It's possible where are some kind of penalties for using BSA, but you can still use the BSA. So, did you try to run the game with the bad BSA? Did the game crash, did the game run but BSA did not load, or does everything seem to work ok? If the last, chances are you don't need to do anything at all. For more information, and ways to remove the warning-message, see Bethesda mod archives - Nexus Mods Wiki
  9. For most mods install-order doesn't matter, making it easy to batch-install 100+ mods at once. But, where exist mods using FOMOD-installers that is so "intelligent" they absolutely refuse to install unless the mod(s) they depends on are already installed and enabled. A few FOMOD-installers auto-pick correct choices depending on enabled mods but still allows you to pick option for disabled mods. For these FOMOD-installers it can be an advantage to install mod after all other mods.
  10. In addition, it's recommended to click gear-icon on far right and enable "LOOT Messages (inlined)", since this way you'll see the various messages like "Patch available at ..." or "Don't use plugin X with plugin Y" etc., directly on Plugins-tab, without having to double-click plugin to see this information. Note, you need to sort Plugins for LOOT messages to update.
  11. I've got no experience with Valheim, but would guess you've got the same problem as with Skyrim, where the installer is "clever" enough to remove the \data\-directory then extracting the mod-files, unless you uses "Unpack (as-is)" but you can't really expect mod users to remember using this option. The easy method to work-around Vortex deleting \data\-directory is, split the mod into two mod-archives, where first mod-archive has all the files going to games root directory (and sub-directories except \data) and the second mod has all files going to \data\-directory. The more difficult method that hopefully would work is using FOMOD in the following way: <file source="\root-directory-files\file1" destination="\plugins\file1" /> <file source="\root-directory-files\file2" destination="\plugins\file2" /> <file source="\data-directory-files\file1" destination="\valheim_data\file1" /> <file source="\data-directory-files\file2" destination="\valheim_data\file2" /> <file source="\data-directory-files\file3" destination="\valheim_data\file3" />By not using \valheim_data\ in mod-archive you're at least sure Vortex won't put the files somewhere else during Vortex extracting of mod. Since \valheim_data\ now is part of FOMOD, hopefully Vortex won't change files destination, but you'll need to test what Vortex does in this case. Also, not sure if you in FOMOD need to create the \valheim_data\-directory before copying files or not.
  12. Some games only works with hardlink deployment and hardlinks only works if game and Vortex mod staging folder is on the same disk. Example, the Fallout games and the Elder Scroll games only works with hardlink deployment. Meaning, depending on game, it's maybe not possible to move mod staging folder to HD, unless you also move the game to HD. In any case, to move mod staging folder, you must do this inside Vortex, by specifying a new location of the mod staging folder and Vortex will move the files for you.
  13. Vortex v1.4.x on Plugins-tab in addition to "Enabled" and "Disabled" now includes the 3rd. option "Ghost". A ghosted plugin is in /data/-directory re-named by Vortex to include a .ghost at the end of the file-name and is wherefore not included in plugin sorting.
  14. While automatically deploying is a good idea then you've got 10 or less mods, if you've got 100+ mods and frequently install more than a single mod at a time, disabling auto-deploying is my recommendation.
  15. Some games, like Skyrim and Fallout has in additiion to the Mods-tab the Plugins-tab, where you can enable/disable plugins. This comes in addition to first enabling and deploying the mod the plugin comes from.
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