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Rattledagger

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Everything posted by Rattledagger

  1. On Vortex plugins-tab, click the gear-icon on the far right and enable "LOOT Messages (inlined)" and you'll see all the various LOOT messages about patches etc. on the line after the plugin. Since you can in the Flags-column filter on "LOOT Messages" it's easy to find all plugins with such a messages.
  2. Just a guess here, but Vortex is likely using Programdata in case you're using "Shared" multi-user-mode (under Vortex - Settings - Vortex).
  3. If you double-click a mod to open-up the extra dialogue in the right, you will see the date + time mod was installed. As for tracking file back to original mod, Vortex does not have a direct way for doing this. Still, there are possibly two methods of handling this. 1st. method: If you're lucky, you'll example looking for the file dwarvenarmor_0.nif, and since this file is only present a few times it's fairly easy to open-up File Explorer (on Vortex mods-tab, in menu on top click Open - "Open Mod Staging Folder") and search for dwarvenarmor_0.nif and only a small number of mods should show-up. In Vortex find one of these and since conflicts, right-click mod, click "Manage File Conflict" and find dwarvenarmor_0.nif in the file-tree. The mod the file is from will now directly show. In case you've choosen an unique name, there won't be any file conflicts, but in this case the file is listed once in File Manager search and based on directory name you can normally directly find the mod. Unfortunate, if you're unlucky, you'll example looking for "body" and for me this shows 595 results, much too many to be useful. In this case, use method 2. 2nd. method - Binary Search: This can be done in Vortex. Duplicate current profile and switch to new profile. Disable half of the mods and deploy. Check if the file is still present in game-directory. If file still present, you know the file is from the half not yet disabled. Disable half of this half and try again. If file is not present, you know the file is in the half you disabled. Disable the remaining mods and re-enable half of the disabled half. After 7 tests, you've found the original mod among 128 total mods. After 8 tests, you've found the original mod among 256 total mods. After 9 tests, you've found the original mod among 512 total mods. After 10 tests, you've found the original mod among 1024 total mods. Meaning, after 10 deploy or less you've found the mod the file is coming from, unless you started with more than 1024 active mods. Test 11 will find the original mod among 2048 total mods.
  4. Hmm, NoraSpouse v1.2 includes 3 files, esm + ba2 + readme, while Nora Spouse Companion Looksmenu Patch includes a single esp. This means, where's no file conflicts and this means it's completely irrelevant which order these two mods comes relative to each others. Even in MO2 it doesn't matter if you drag-and-drop one of the mods above or below the other mod. For plugins, ESM is correctly loaded before ESP and in addition ESP has the ESM as master. So, unless you've forgotten to mention a 3rd. mod or something, the order these two mods are listed in Vortex is not the reason for either mod not working correctly.
  5. Since "Modlist backup" only includes a list of the installed Nexus mods, this often includes only a sub-set of all mods. In addition it lists installed mods across all Vortex-managed games, there's no way to get only a single game (unless you only mod a single game). To get a list of all installed mods for a single game, open-up command-line (cmd) in Windows, change (cd) to the "Mod staging folder" (Vortex mods tab, click "Open..." "Open Mod Staging Folder" gives the location). Type-in: dir /b > list_of_mods.txt and all installed mods will be listed in "list_of_mods.txt" and you can example use Notepad to look on this file. Note, this includes all installed mods, where's no way to get a list of only the active mods for current profile (unless all installed mods are active). Also note, list_of_mods.txt will include a few extra lines that isn't mods, this includes list_of_mods.txt, __vortex_staging_folder and one or more vortex.deployment.*
  6. But that's just the problem, if you've got the mod-archives where should be little reason of backing-up all the installed mods, since Vortex can easily re-install all the mods for you. Unfortunately with Vortex, even if you do have full backup of %appdata%\vortex + full backup of /downloads/-directory, if you don't have full backup of /mods/-directory you'll need to re-install all mods anyway and you need to re-create all the various conflict rules, making the backup of %appdata%\vortex fairly useless. Example showing the Vortex problem: 1: You've got 100 GB worth of mod-archives spread across multiple games. If you need to re-download all these mod-archives from various sources, let's say you manage 1 GB/hour, meaning to restore this you'll use 100 hours. ==> having backup will definitely be a big advantage. 2: Installed mods uses 200 GB total. Let's say 100 GB is "normal" mods with no kind of mod-installer and let's say Vortex uses 1 hour to install these mods. ==> Letting Vortex work for 1 hour shouldn't be a problem, you can example eat dinner or something while Vortex installs the mods for you. Using 100 GB for backup seems like a waste of space to me. 3: Install 100 GB worth of mods that uses FOMOD or other type of installers. Since Vortex will all the time wait on user input, let's say you'll use 10 hours on this. ==> 10 hours with user-input could definitely be improved, so it seems backing-up these 100 GB worth of data would be an advantage, unless Vortex learns to pick the "correct" FOMOD-choices for you. 4: Use let's say 10 hours to re-create all the conflict rules, profiles etc. ==> having backup of this would definitely be an advantage and since full backup is 0.5 GB or whereabout this shouldn't be a problem. 1 + 4 means 100.5 GB backed-up, 1 + 3 + 4 means 200.5 GB backed-up while 1 + 2 + 3 + 4 means 300.5 GB backed-up. With how Vortex currently work, you'll need to backup all 300.5 GB worth of data. If on the other hand Vortex learned to export and import a list of mods for #2 and #3 with Vortex automatically using correct FOMOD-choices etc., and Vortex also learned to export/import the various conflict-rules and profiles in #4, this means you could work with the smaller 100.5 GB backup. As an added bonus, if Vortex had the option of exporting/importing mods and conflicts, this would make it possible to uninstall one game + all mods for this game, and this way you'll get enough free space to install another game. Bottom line is, Vortex backup is currently all or nothing, meaning instead of having a small 0.5 GB backup or medium 100.5 GB backup, you'll in my example need 300.5 GB backup. Thankfully other tools like Steam is much better, since in Steam you don't need to download a few TB just to play a single game.
  7. Quick test, with ancient Vortex v0.18.2 my downloads-tab lists mods for multiple games at the same time... Porting to SSE is popular...
  8. If not completely mistaken, the downloads-tab has always shown all games, unless you filter for a specific game. For one, Vortex is a multi-game mod manager where you can download mods for multiple games at the same time. Not showing the queued downloads for the other games you're downloading would be counter-productive and make it much harder to track down download-problems. For another, you can also intall mods for other games than the currently active. Also, in some cases you'll want to install mods that is marked for another game, example for SSE you can install many of the original Skyrim mods. As part of a mod-list I've even installed a Fallout-mod in Skyrim. Since you can filter the downloads-tab on "Current game" it should be simple for you to only see the current downloads. I hadn't detected they've removed the "install"-option on the far right, with no obvious install-option this does look confusing. Keeping the choice "install" on far right would be better than showing "remove". Now at least for new users, after downloading one or more mods, the easiest method is to click on the "Install all". Unfortunately, most of the messages will now auto-hide under the bell-icon, meaning it's easy to overlook this message. In case you select multiple mods, you do have the "one-click" option opening-up near the bottom to either Install or Enable. Hmm, yes, it doesn't do anything for me either... It's possible it's something not fully implemented, or it's relevant for one or more games but not for Skyrim or Fallout, or it's buggy... While I've not seen the white-ish logo, this can also be a possible bug. So, apart for Downloads-tab that works as it should since you can filter by "Current Game", you can create bug-report for the logo and multiple "feature requests" by clicking the 3 dots in Vortex upper right corner.
  9. @Zanderat, it's likely another variant of the "plugin dependencies" problems in https://github.com/Nexus-Mods/Vortex/issues/6101 While the original error with SKSE/SKSE64 was fixed, there's still at least one more problem as I reported under same issue.
  10. In the off-chance you're using some kind of FAT as the disk system you also can't use hard-linking as deployment-method. Some external drives seems to use exFAT.
  11. Moving to another computer: 1: Copy "Download Folder" between computers, for location see Vortex - Settings - Download, all modded games uses the same downloads-folder. 2: For each game, copy the "Mod Staging Folder" over, for current game's location, see Vortex - Settings - Mods. 3: Exit Vortex, in File Explorer type-in %appdata% (hit enter) and copy the vortex sub-directory to new computer. 4: Depending on the games you're modding, you can have save-games and any other game-specific files located somewhere. For SSE, this means you must copy "...\documents\my games\skyrim special edition\". 5: Anything not installed by Vortex to games directory you want to keep you'll also need to copy. Using "Purge" on Vortex mods-tab can help to find such files. Example, with SSE, a mod-free /data/-directory only contains 5 ESM + 18 BSA + logo-video in the /video/-sub-directory. Note, unless you've changed the defaults, 1 and 2 will be under %appdata%\vortex, meaning in this case you only need to copy %appdata%\vortex. On the new computer, it's critical 1 and 2 is in exactly the same location as before, meaning if you're example using d:\vortex\downloads you can't use c:\vortex\downloads on new computer. After making sure Vortex is working correctly on new computer, it's possible to move /downloads/-directory and/or /mods/-directory to another location. It's also critical to copy 3, since if you're missing this you'll lose all file rules etc.
  12. If you click a red or green lightning-bolt you'll see a single mods name at top and the same mod is listed first on every line + a different mod for each line. OP's picture on the other hand don't show a mod-name on top but instead "Multiple" and while there's two different mods per line none of the mods are listed on all lines.
  13. Personally I would recommend to use the "Dependencies"-column on Vortex mods-tab instead to handle conflicts, where you click on red lightning-bolt to create rules for mods with missing rules. If you don't have the "Dependencies"-column, on Vortex mods-tab click the gear-icon on far right and afterwards enable/disable columns.
  14. Then it comes to Morrowind, you'll need to carefully read the installation-instructions for each mod to find out if you can directly install the mod with Vortex or not. Any mod that says something like "use NMM to install" you can use Vortex to install. While many Morrowind-mods can't be installed directly, it's still normally possible to use Vortex to extract the mod-archive for so later use Vortex to manage the mod. To extract the mod-archive, choose an uninstalled mod on Vortex mods-tab, righ-click mod and choose "Unpack (as is)". Afterwards, right-click and choose "Open in File Manager". In File Explorer that opens-up, here you'll need to move the files/directories around to follow the installation-instructions. If a mod should be installed to the main Morrowind-directory, on Vortex mod-tab double-click the installed mod to open-up the extra dialogue on the right and for "Mod Type" choose "dinput". At the end, Enable mod, handle conflicts, Deploy and handle plugin load order.
  15. Where seems to be a problem in v1.2.x there it looks like mods can be peremanently stuck on "Installing", but re-starting Vortex has a chance of fixing things. Supposedly the problem should have been fixed by v1.2.9, but if it hasn't, create a bug-report.
  16. Going by LOOT, it seems if Vortex works as it should, you should basically have: if true then warning-message else no message end Using your suggestion of "or" as part of the test, let's say TrueStormsSE.esp is active but none of the patches. This gives: true and (not false) or (not false) or (not false) == true and true or true or true == true ==> you should get warning-message. If first patch is active, your suggestion gives: true and (not true) or (not false) or (not false) == true and false or true or true == false or true == true ==> you incorrectly get warning-message, even you do have a patch. If second (or third) patch is active, your suggestion gives: true and (not false) or (not true) or (not false) == true and true or false or true == true ==> Again, you incorrectly get warning-message, even you do have a patch. So clearly, your suggestion of using "or" wouldn't work. If on the other hand uses LOOT as written, with TrueStormsSE.esp active but none of the patches, this gives: true and (not false) and (not false) and (not false) == true and true and true and true == true ==> you should get warning-message. With TrueStormsSE.esp + one of the patches active (don't matter which patch), this gives: true and (not true) and (not false) and (not false) == true and false and true and true == false ==> you shouldn't get any warning-message, since you do have a patch. So, at least to me it seems LOOT master-list does things correctly and it's Vortex that makes one (or more) mistakes.
  17. v1.2.5 is currently available for testing, you can either go into Settings - Vortex and change "Update" to "Testing". Alternatively, you can download v1.2.5 from https://github.com/Nexus-Mods/Vortex/releases (click "Assets" under v1.2.5 to find vortex-setup-1.2.5.exe) Note, I've no idea if v1.2.5 works with Mount and Blade 2 Bannerlord, since I don't have this game.
  18. Yes, Vortex uses LOOT masterlist + user-made Vortex rules for the new requires/incompatible messages. Example, for skyui_se.esp the LOOT masterlist has two conditions: condition: 'file("../SkyrimSE.exe") and not file("../skse64_loader.exe")' condition: 'file("../SkyrimVR.exe") and not file("../sksevr_loader.exe")' So, the first Vortex-bug is, Vortex for some reason don't detect anything not present in /data/-directory, since Vortex did detect a plugin in /data/-directory, but not the exe or the dll in root directory or sub-directory. Secondly, Vortex doesn't correctly check for SkyrimVR.exe to be present, since as the LOOT masterlist says, if you don't have this file you shouldn't check for sksevr_loader.exe being present or not. For "obsidian weathers.esp", the LOOT masterlist says something about: condition: "active(\"TrueStormsSE.esp\") and not active(\"Obsidian_TS_Patch_.*\\.esp\") and not active(\"True Storms - Obsidian Weathers - Patch .esp\") and not active(\"Obsidian Wander TS Combined Patch.esp\")" So, if I read this line correctly, if you have one of these patches you should not get a warning for incompatible plugins, but if you're not using any of the patches you'll get a warning for having truestormsse.esp active.
  19. Yes, I've already reported the problem with demanding SKSE64 + SKSEVR, see https://github.com/Nexus-Mods/Vortex/issues/6101 The problem with Obsidian etc. I wasn't aware of but hopefully by fixing the SKSE-bugs the other bugs are also fixed...
  20. v1.2.5 seems to have fixed the unrecoverable error at least...
  21. If you example tries to download "Cutting Room Floor" for SSE you'll get a pop-up telling you the mod requires "Unofficial Skyrim Special Edition Patch", so wouldn't this dependency-information that must already exist somewhere at Nexus also be usable for Vortex?
  22. With plugins it's simple, since while Vortex does have something called "Requires" and "Is Incompatible With", this has at least in my experience never worked. Then it comes to mods on the other hand, you do have the two conflict-resolution rules you can create, "Load mod A before mod B" and "Load mod A after mod B", and you use one of these to tell which order two mods should come in. In addition for mods you can create a "Requires"-rule or a "Conflicts with..."-rule. You don't need to use either rule, but the meaning of the "Requires"-rule is to indicate, mostly to yourself, that if you example have mod A and mod B active, you must also remember to enable the compatibility-patch between mod A and B, let's say this is called patchAB. To remember 6+ months from now, you can create a rule that says "Mod A requires mod patchAB". If you now, or 6+ months from now, enables mod A but forget to enable patchAB, you'll get a warning telling you which mod you've forgotten to enable. As for "Conflicts with...", this can example be you've got two mods C and D that both makes major changes to the perk-trees in Skyrim and this means C and D is mutually incompatible with each others. As a reminder these two mods can never be used together, you can create a "Mod C conflicts with mod D" and now, or 6+ months from now, if you accidentally enables both C and D, you'll get a warning you should not use both mods. So, both "Requires" and "Conflicts with..." is completely optional to use and they can be helpful for you to remember 6+ months from now that you've either forgotten to enable a required mod, or you've accidentally enabled two mods that will never work together. Neither rule has anything to do with conflict-resolution, meaning you must still create "Load before..." or "Load after..." rules for all mod conflicts.
  23. Or use Steam to move the game to another disk...
  24. Under Vortex - Extensions (if you don't have Extensions on the left, open settings and choose "Enable advanced mode"), click "Find more" near the bottom and from the list find and install "Modlist Backup". After re-starting Vortex, if you go to mods-tab you should see a new choice at the end of the menu on top called "Modlist backup". If you from the drop-down choose "Modlist backup", you'll be asked to type-in a new file-name (don't use a file already present) and at least personally I tested with no file-extension. After saving backup, if no problem you'll see a note saying something like "Backup Complete, Modlist backed up to name_of_file". If you later want to re-download the files, I would expect you can use the other choice called "Modlist Backup: Restore". Some of the features and limitations includes: 1: Only currently installed mods are part of the backup. 2: Backup includes all games, it's not possible to only backup a single game. 3: The backup will only backup mods downloaded from Nexus. 4: You need to pay for Nexus Premium to restore the backup. 5: Some mod authors will for various reasons permanently remove their mods, or they only keep the last version while you're interested in an older version. You can't restore a mod not available on Nexus any longer. Since I'm not a Nexus Premium member I've no idea if Vortex will correctly re-download all Nexus-mods on the backed-up list or not. Someone else will have to report their success/failures.
  25. Since Vortex has LOOT-functionality built-in, including seeing the various LOOT messages, I've never really seen the point of running external LOOT. With Vortex you have the choice of either using Vortex + custom LOOT rules you create in Vortex to sort your plugins and never use external tools like LOOT to sort your plugins, or you should disable auto-sorting in Vortex and make sure you never manually sort plugins in Vortex but instead always use external LOOT and/or other tools like Wrye Bash to sort your plugins.
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