Jump to content

simsrw73

Premium Member
  • Posts

    87
  • Joined

  • Last visited

Everything posted by simsrw73

  1. Go to SETTINGS and set "Enable advanced mode“. Then you will see quick filters across the top, in the header row. I wish there was a hide/show filters setting in the Header Rows gear icon.
  2. In response to post #57615791. What game? Can you give more details and post them in the forum to help the devs and help others who might run in to the same issues. https://forums.nexusmods.com/index.php?/forum/4306-vortex-feedback/
  3. In response to post #57616816. It is actually very similar to NMM in this respect. If there are conflicts with loose files, it shows in the Dependencies column on the MODS page of Vortex as a red lightning bolt. Click on that lightning bolt and it will let you set a rule that determines which package overwrites which. After you settle all your conflicts, Purge button at the top clears your data directory and then the Deploy button will reinstall all those mods, obeying the rules you set up to determine which packages get overwritten. You have exactly as much control as NMM. It's just a different approach.
  4. I think I prefer the simplicity of a simple switch to stop certain types of informational messages. But if you wanted to get complicated, an alternative would be to make informational messages transient with an expiration. They show up in Notification and disappear after 30 seconds or so. I THINK that would be acceptable too. Best of both worlds because sometimes it IS convenient to reach up there and hit install/enable say if your currently working in another page like DOWNLOADS.
  5. *stops clock* can't remember who pointed out this will become a problem, and i also expected ppl will run into that fast, but dude, you deserve a gold star. A gold star? For creating cyclic dependencies by abusing/misusing Vortex's rules? That is not a bug or failure in Vortex. sry, i forgot the "/s" Nah, my bad for misreading you. :cool:
  6. Agreed, I sent Feedback from the app. Probably good for a default. Ok for many users to make it easier for them to follow through to the install/enable steps. But there should be an option in Settings to disable certain notifications like install/enable.
  7. Hit the Purge Mods button to remove the LINKS. Hit Deploy Mods to restore the LINKS to your mods. Your data directory is safe. See previous discussion: https://forums.nexusmods.com/index.php?/topic/6358396-vortex-needs-to-not-install-mods-to-data-folder-period/
  8. *stops clock* can't remember who pointed out this will become a problem, and i also expected ppl will run into that fast, but dude, you deserve a gold star. A gold star? For creating cyclic dependencies by abusing/misusing Vortex's rules? That is not a bug or failure in Vortex.
  9. Is some of this what I see in the DOWNLOADS action menu Edit Meta Data? Hard to figure out from the dialogs. No one mentioned this area that I recall during tested; I should have waited until I got my hands on Vortex before making plans for it. I'll see what the code says, but this is a confusing, empty dialog.
  10. In case anyone missed it, repositories are in process of coming online since earlier today: https://github.com/Nexus-Mods/
  11. They said it would be this week and have not said anything yet to contradict that initial time frame.
  12. Thank you. That helps. It's all javascript. The other items listed above are libraries/frameworks of reusable javascript functions that the javascript developer uses to create apps. It would have to be a massive plugin project to require more than one developer, but the developer should be familiar with the libraries Tannin pointed out.
  13. Is something like this on the horizon? An incredibly vague answer is fine. The only cool ideas for plugins I can come up with so far all seem like they are things likely to be implemented (package management, user + Nexus tags, loose file conflict viewer: dds side-by-side compare, pex decompile diff, etc.) For package management, there are probably dozens of ways to do it. Below is my first thoughts. First, terminology. I'm probably showing my ignorance here, but I'm not certain of the proper terms, so I'm making stuff up. Four concepts seem evident, plus another bonus one for convenience:Mod Repository (aka NexusMods) that contains mod vaults(?!?!)Mod Vault - A mod page on the nexus that contains one or more Mod Packages/files.Mod Package - An individual archive file to download from a Mod Vault that can be classified as in the list of package types below. Contains zero or more Mod Plugins. This term is still ambiguous as a downloaded mod package is not equivalent to an installed mod package because of merges, edits, etc.Mod Plugin - esm, esp file.Super Mod - An xml configuration file that lists a group of Mod Packages to install. Like Chocolatey's packages.config file, but with rules. (https://chocolatey.github.io/usage.html#the-packagesconfig-file)Ideally, Nexus' upload procedure would need to be updated to record the type of mod package file uploaded: Main package - primary mod package or most popular, default configurationAlternate package(s) - different configuration(s) of the main package, easy/hard, full/lite, 2k/4kUpdate package - this is either - a package to bring your older installed version up to the current release version - a package that provides an incremental update to the Main package (which of the above are the case for a mod can be determined algorithmically by comparing versions)Add-On package - Add on features that may have extra requirements or offer a different experienceOptional package - Texture replacers, etc. (not sure if Optional should be separate from add-on)Patch - patch to make this mod compatible with another modEdits/IniTweaks - New type of download file that can patch game/mod ini files.Nexus' upload procedure would also need to record on a mod package/file level the list of dependencies (possibly a listed of suggested/recommended mods), and/or any special load before/after instructions that can be selected by auto complete list or mod vault index. Maybe a list of known incompatibilities. Trying to minimize the amount of info the mod authors need to enter and make it as easy as possible. I think the above is fairly reasonable and is the most accurate way to get the metadata. Biggest problem is inactive authors and un-updated mod vaults/packages. There's surely more. Eg. I've completely skipped over version issues. Does a patch apply to only one version of mods or a range of versions. Punt on versions and assume the latest patch applies to the most current available versions, apply only to the exact versions available at the time the patch is uploaded, or dump a lot of extra book keeping on mod authors. BUT, WE can't do anything about the above. That's most definitely up to Dark0ne & co. An alternative approach might be to create a plugin to (temporarily) allow users to enter the above metadata. Maybe. Users could define a mod vault. List the file ids of the mod packages in the vault along with category and requirements. This information might even be shareable between users, stored in a master list/db. With the above metadata available, the following functions are suggested:Download/Install alternate - display a list of alternates so the user can select one or more for download.Switch alternate - remove the current main file and install an alternate.Install suggested/recommended - If a mod package includes a listed of author suggested mods, list them and let the user choose if/which to install.Install update - Merge with builtin update to install incremental update if available over downloading the full version packageRemove update - If an incremental update has been installed, allow it to be removed. Included for completeness, but I don't know if it's necessary or even feasible because it can get complicated keeping up with what other operations have been performed on the mod package.Download/Install Add-On/Optional component - Show user a list of optional components to install and install along with any requirements.Auto Patch - every time a new mod package is installed, see if it is tagged in another mod packages patch list OR if a mod package it contains a patch for an already installed mod package OR if there is a different mod vault on nexus whose main file is a patch file with requirements on the mod package installing and any other mod package installed. Ok, the last one is a long stretch.Auto Install Dependencies - With per package file dependencies, automated install of dependencies should be easier to do correctly.I honestly have no idea if I'm going anywhere with any of this or just tossing ideas. But I am curious if anything like this is already in the pipes? Package management and super mods would rely a lot on Rules, and auto sorting of mod plugin, etc. to function as reliably as possible, so I can imagine any plugin that disabled auto sorting would disable a host of advanced features in Vortex like possible package management? Or is that something we'd have to contend with?
  14. Personally, I'm not in favor of this plugin, but what constraints does Vortex place on plugins/extensions? Can extensions modify the Vortex UI such that the current plugin list can be used for manual ordering? I'm assuming not. I'm assuming a well behaved extension will have to open up it's own UI, load plugins.txt, present a list to be ordered and let the user order it, and save it back to file and exit, allowing Vortex to pick things back up. I don't know enough to answer that but it will dictate your design to some degree.
  15. I'm not sure I have any itches big enough to scratch yet, but I'm curious about the platform. Most of my programming experience is on the desktop and not with web technologies, though I know some of the basics. So I thought I'd do some researching on the underlying technologies. Usually, I'm more of a book learner, but I found a sale on Udemy where all their courses are $11.99 (USD) so I thought I'd mention them now as the sale ends today (the $11.99 price seems only available on the mobile apps, iOS & Android). I may post some book links later. There are many classes on each topic to select from. Here are just a few I picked out based solely on the number of reviews and the review rating: Basics: The Web Developer Bootcamp Javascript: The Complete JavaScript Course: Build a Real-World Project JavaScript: Understanding the Weird Parts Typescript: Understanding TypeScript Node.js: The Complete Node.js Developer Course (2nd Edition) React: Modern React with Redux Bootstrap: Bootstrap 4 From Scratch With 5 Projects Electron: Electron for Desktop Apps: The Complete Developer's Guide Note: These courses won't make you a programmer and I didn't look for any general programming resources. There is much more to programming than just learning to string together bits of code. There are usually dozens of ways to solve a problem and many of them are wrong. On the other end, these courses may be too basic for some of us with programming experience, eg you can probably pick up the additions of Typescript in 20-30 mins on the web instead of watching a 7 hour course, or pick up a Javascript for C++ programmers type quickstart book and learn on the fly, but I posted these above to cover the bases. Are there any other topics that are useful to research? Any recommendations on books, video courses, etc? Idioms & style references?
  16. In response to post #57445561. From the announcement above:
  17. In response to post #57413151. If you are talking about save games for Fallout then it was fixed in the latest release (see Vortex page, link just above these comments): Version 0.12.8 * fixed: savegame page didn't show anything for fallout games
  18. In response to post #57212146. #57407606, #57410961 are all replies on the same post. @Andron2522 There are a few YouTube vids out there. Here's one that hasn't been posted here yet:
  19. What are your Windows internationalization settings? Language? Country?
  20. If you weren't one of the lucky few who downloaded and logged in on 1/31 then you can't use it just yet. It's on a limited alpha run right now. We're (impatiently) waiting for the open alpha on 2/12, I think it is.
  21. I don't have a running Vortex. But I just downloaded and installed it to peek under the hood. It's an Electron app. Unpack the asar file and start browsing. Maybe start in '.\node_modules\vortex-api\' and '.\bundledPlugins\' directories.
  22. Are you giving up on Vortex because the import failed? You said you reinstalled each mod for SSE. What happened after that? What problem(s) did you run in to. What exactly caused you to decide against Vortex? Thanks.
  23. This was also reported at : https://forums.nexusmods.com/index.php?/topic/6365336-cannot-get-to-work/
  24. In response to post #57309146. Currently, it doesn't have a direct feature to address this. You can click a button to open a Windows Explorer window where you can rename the files, which is procedural similar to what happens in MO but requires more keystrokes to do the renaming. However, Tannin has said that this functionality is coming. I don't believe he mentioned a time frame.
×
×
  • Create New...