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kamikatze13

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Everything posted by kamikatze13

  1. the way i see it there currently are 1) ini tweaks - which consist of adding parameters into a cfg and load it via launch arguments and 2) proper mods which modify assets and are packed in a zip-compressed file the first category should be manageable with a proper text editor which supports diff/file comparison. unsure if VO should even treat them as mods. the second one is more interesting: since it's compressed files, no file-system-based overwrite/conflict detection will work and i'm unsure if `loose files` is a thing in KCD (can somebody elaborate?). and conflict detection is IMHO starting to get important: i have 5 mods installed and was about to install an additional one, but went on to check the .pak's contents and - surprise - it modifies the same assets as another mod i have already installed. let's go a level deeper: a lot of mods change game configurations, which are stored in as xml inside the pak-archive. what if two mods do different things but modify the same file? again, a proper text editor should be enough to resolve those or even be used to ensure compatibility, but basic-level conflict detection would help tremendously, to even become aware two mods are actually in conflict. no idea how to realize this, though, besides extracting each .pak, keep them extracted and check those extracted cache files for conflicts, which would be incredibly space-inefficient.
  2. whole window turning plain white? that happens for me with LOOT every second time i fire it up. fixes itself after a restart most of the times. i bet my ass it's an issue with electron/nodejs/`web-tech-on-desktop`-noise
  3. well, i dunno... i mean, you have some sort of issue tracking (you need to, otherwise how the hell do you keep track) - i assume it's github and something internal for the built-in `feedback` mechanism. if people can look up whether their issue has already been reported or not, they're able to a) get feedback on whether the issue is recognized/fixed/dismissed - without asking questions here and actually taking away your time, which is the main point of this topic b) contribute more precisely to specific issues so give this idea a spin
  4. You can, but not in a way that i am content with. example: i have battlegrounds installed at C:/PUBG. Can't have that with plain steam, can i?
  5. agreed. i suggest a public bugtracker again =P
  6. thx for clarification, seems robust to me so far
  7. If by aliasing you mean hard links they are really easy to remove in a directory structure that does not use them. Look at the link count and delete files with a count greater that one. Windows did not use to use them much but nowadays there are usually 1000s if not 10,000s of them on your machine. They are used to manage such things as dlls in the system directories. EDIT: They used to use soft links but chose to change them, if I remember correctly, sometime around Windows 7. You are right, and I wish I could get many a tester to understand it, all files are hard links just some only have a count of one. The only thing wrong with your diagram is it is not 'my-hard-link' but 'my-other-path-to-the-data' on the same volume :smile: . EDIT 2: Backing up your data will be fun. You need to backup your Vortex data and purge and redeploy on restore and keep a separate backup of your purged data directory unless, as expect, Vortex is clever enough to know what should be in a 'clean' Data folder. SKSE could be an issue. iirc windows takes heavy use of folder symlinks, i.e NTFS junctions. also i might have borrowed the graphic from someplace else :sweat: inodes are a thing only on linux iirc as for backups, i think the all the configuration is in a database someplace in %appdata%/vortex/state.v2 but not in a format i'm familiar with and not human-readable. i'll try to play aroudn with it the other day and see how VO behaves when i move it to another pc or something Good call - deleting refcounts >1 should work. I wonder if this is how the "Purge" functionality works. For a little experiment i went on and deleted vortex.deployment.json in /data/ but the purge seems to have worked fine, so it's not only purging an existing manifest EDIT: externally hardlinked file survived the purge, so it's not only refcount checking
  8. yeah i tried to remove all drives from scanning, didn't work. as long as ther's skyrim in your steam folder, VO will auto-default to it. move skyrim someplace else and it'll offer you to set the path manually. theoretically, i have four skyrim installations atm, de facto it's one installation and four mod organizer setups where i symlink mods between them. i'd like to see how VO is able to manage multiple installations... which begs the question - can vortex even be installed multiple times?
  9. not in the literal sense of course, but he said he regretted it, didn't he? :teehee:
  10. I have sent numerous feedback formulars over the past couple days and each time it felt i sent it directly into the void between aetherius and mundus... i'd love to see a bugtracker open for community, something along the likes of jira/bugzilla
  11. just for visualization. the issue at hand is aliasing or rather a side effect of it - normally, you have 1 file with 1 hardlink - deleting the hardlink kills the file, and only the file takes actual space, not the hardlinks. with VO, you have 1 file and two hardlinks: delete one and the file still remains. windows explorer treats hardlinks as files, which works fine if you have 1 file <-> 1 hardlink. the thing is, the file system cannot differentiate between what is the original hard link, and which one is created by VO - they're the same, just now there's two of them. aliasing is a huge PITA and the reason hardlinks are sparsely employed. i'd rather not think about how you get rid of those hardlinks if the json manifest which tracks them goes corrupt. in fact i might just try it out
  12. tried to port my 375 LE mods from MO to VO and encountered the same issue - even scrolling through the list is slow as moss. hell, even slower than the rueful axe. that is an excellent suggestion, considering that hashes ARE compiled, at the very least at deploy-time (to detect manual modification), but judging by some errors i have gotten, even at mod-install-time. this was my first experience with the ui and sums up your point pretty much that i consider a bug CTRL+A should work same here. i've sent this through the feedback thingy, make sure you do so too. i wish we had an open bugzilla of some sorts for the feedback and bughunting - i don't think i'm supposed to do so on the github repos? /s
  13. pretty sure that's a no - extracting BSAs is regarded as an invention of the devil for various reasons (let's not go there) so i'm pretty sure we'll get an equivalent of MO's BSA-loosefiles-conflict-recognition without the need of extraction.
  14. lifetime premium membership is what - fifty quid? well butter my butt and call me a biscuit if that's not the price for a triple-a game. and that's what we basically get from all the mods first thing i do when i get a stable source of income is hitting that button ;)
  15. preface: i hate steam. and especially its library management - it's unreliable, wonky, can't select a drive root as a librariy, can't import a library unless it's empty ... i could go on forever. so, i let steam do its thing and download stuff into, (e.g.for skyrim) E:/.../steamapps/common/Skyrim then go on and copy this skyrim folders contents onto my ssd (e.g. C:/tesv/main) and delete the folder in E:/.../steamapps/common/. Next step, i create a symlink in E:/.../steamapps/common/Skyrim and let it point to C:/tesv/main, which makes steam believe skyrim is installed in E:\, when infact it isn't. Now VO always thinks the game is installed in the /steamapps/common/ folder. To be able to set the path manually i had to fool VO into thinking i hadn't skyrim installed - i had to delete the contents of /steamapps/common/ - which was my symlink bottom line: steam works, and i have my games managed the way I want to.
  16. iirc tannin mentioned there exists support for enb stuff and the like, but it's currently disabled due to wonky autodetection. i've already suggested the ability to let people choose to install mods to skyrim's root folder by not relying on autodetection but by tagging/options as an additional feature, but i dunno if tannin got that onto his to-do list
  17. Yeah, the version pattern enforcement isn't really great. Consider using the asterisk for the time being? As an aside, i've never encountered mod-version-related dependencies in my modding career. Which does not diminish the value of having the possibility to do so now.
  18. might consider deleting the %appdata%/Roaming/Vortex/state.v2 folder, which seems to be the database for everyting VO-related. Make a backup though, just in case.
  19. which is precisely the reason i don't understand how anyone could put up with NMM in the first place. IMHO the abstraction of loose files vs BSAs (i.e. they're handled equally) as well as being able to load BSAs w/o dummy plugins or even force BSAs to override loose files is a useful feature i don't want to miss out on.
  20. That's a bug in my book. Don't forget to report it via the internal feedback thing. btw i wish we had a public bugzilla of some sorts, cause it feels i send feedback directly into a shredder =P
  21. Any way to access the database in a human-readable format? Import/Export?
  22. wait one, we're talking about conflict resolution in the `Mods` tab, right? Are your mods not named `Vanilla Optimized Textures` (the actual name of the mod) but instead `Main V1-24-1-1` (filename of the downloaded archive)? Cause that's a bug that's been reported here already. Workaround: You can rename mods from the double-click-on-modname-flyout-window thingy.
  23. On the MODS page, make sure you have the Dependencies column shown. Click on the Lightning bolt and it will show which mods are in conflict and under each mod how many files are in conflict. If you click on the line showing the number of files in conflict it will show a popup list of which files are in conflict. I hope to see much improvement here. Tannin has already stated that there will be file level overrides in the future. Hopefully, we'll also be able to VIEW the files in conflict, textures, diffs, etc. If not in the app then as an extension. Which doesn't show up any file conflicts between loose files and BSAs, which is a major drawback IMHO
  24. This sounds like a bug to me. Tried restarting VO?i think i'm going to call vortex `VO` from now on On my end i need to restart VO for it to recognize manual changes. Also there are a lot of mods not adhering to the version semantics of VO, namely by using strings, date etc. Would like to see freestyle-version-schemes make a comeback. same for the "Source" field - let us fill in our own strings to keep track where we acquired a mod from.
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