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HadToRegister

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Everything posted by HadToRegister

  1. What's dangerous is you manually putting .esp and .esl plugins in the Data folder There's no installer that will let you install BOTH ESP and ESL from the same mod
  2. Make the Columns display on a per game basis rather than globally. For instance, For Skyrim I would want/need the Dependencies Column turned ON, But that column is unnecessary for The Witcher 3 and Subnautica So when I switch from Skyrim with the "Dependencies" column turned ON, when I switch to TW3 or Subnautica, that column should turn OFF, because I unchecked it in the Gear Menu, and the Dependencies Column should display again when I switch back to Skyrim etc Column settings per game Just a QoL feature
  3. CC content is made by the same people who make mods and upload them to the Nexus, such as fadingsignal, Elianora etc
  4. Well, my suggestion is geared more towards 'on the fly" quick setup of sets, WITHIN Vortex without having to leave the interface, without the profile switching, collection making (how do you do that IN Vortex, or do you have to download a collection?), etc, with the ability to click on a mod from each set and all the mods in a set are selected/deselected Basically a quick way to manage sets of mods within Vortex especially for experimenting with Game Versions, like the example I gave, be ause I don't think TW3 version 4.00 is going to run very well on my very old GTX 750Ti, so I was looking for a quick way to have a very easy to see, very visible representation of each set of mods (one set for 1.32 and one set for 4.00) that can be quickly switched between if I need to roll back, or update An extension would work especially if adding what I suggested would require a complete overhaul of Vortex, then doing it through an extension would save work, that's good too. BTW, can you tell me what the COMBINE button does in the little white menu when you select a bunch of mods? OK, just tried the collection feature, however, the feature it seriously lacks is the ability to add mods that aren't installed, to the collection. I easily made a personal collection called "Version 1.32 Mods", however, I'm able to make an EMPTY collection called "Version 4.00 Mods", however I can't add any Next Gen or 4.00 mods to it because they're not installed, which is exactly what I'm trying to avoid, so that defeats the entire purpose of what I'm trying to do. I'm trying to get these "Sets" setup BEFORE I go mucking about with install/uninstalling Categories is an "OK" option if the columns were RESIZABLE instead of Automatically resizing All in All, the reason I suggested the Highlighting is is much much faster to see the different colors and icons at a glance for each "set", than it is to see the difference in "Game Version 1.32" vs "Game Version 4.00" Text entries, although Category DOES has the advantage of being able to use the Category Filter. OK, it looks like you can't Highlight Mods that aren't installed. Some operations such as Highlighting, and Naming etc would be nice to be available to mods whether they're installed or not Also, allow changing the font color on the white menu from light orange to BLACK, it's almost impossible to read Light Orange on White. If that ability already exists on the THEME page, which Text color below would I be changing? Brand-Primary Brand-Clickable Link-Color Brand-Warning Brand-Secondary
  5. I'm currently playing Witcher 3 1.32, version 4.00 (Next-Gen) was just released, so what I wanted to do was make a "SET" of all of the 1.32 mods I have installed (I know about collections) I'm talking about assigning a SET of Mods that I already have installed. IE Ctrl-select the mods, and down in the little white menu pick something like "Create Set" The best I could find was to assign a HIGHLIGHT to all those mods by filtering them with the ENABLED dropdown, then selecting them all, and assigning a Highlight to the filtered list. OK, so far so good, now all of the 1.32 Witcher 3 mods I have installed are all highlighted with a Purple Eye. However, you cannot (Well I can't find a way) make a second SET of mods and highlight those with a different color My plan was to ctrl-select all the mods I downloaded that said NEXT-GEN, and highlight those with a different color, but it seems you can't ctrl-select a different group of mods and highlight those with a different color, and it seems the only way to do that is just to highlight ALL the mods in the list with one color and icon, then ctrl-select the mods you want, and change the colors and/or icon. This is pretty counterintuitive considering the highlighting feature allows you to assign different groups of mods, different highlights, but forces you to highlight ALL the mods with the SAME color and Icon at first, and then change them afterwards, which could lead to a lot of user error/oversight I would like to see a feature added to the highlight option where you can assign the highlighted mods with the same color/icon to a "Set", where you can Click ONE mod in the set, and the other mods in that set are also selected so you can do group operations such as "Uninstall/Install" etc. I tried the mysterious "Combine" button, without knowing what's it actually does, but only got some message that all the mods needed to be the same etc Being able to name the "Sets" would be handy as well, especially for things like Skyrim SE/AE, where you can specify whether the Mod "Set" is for 1.6.353, 1.6.640, GOG 1.6.659 etc What I was attempting to do with the Witcher 3 is pre setup the Next-Gen mods, while keeping track of the 1.32 mods, so I could install the Witcher 4 update, uninstall the 1.32 mods as a "Set", and then easily select all of the Next-Gen mods as a different "Set" and install them with ease. I was mainly doing this in case that I needed to roll back to 1.32 and by making the 1.32 vs the Next-Gen mod Sets, could do so with ease. UPDATE, also there seems to be NO WAY to REMOVE a Highlight at the moment...you can remove the Color, but the icon will stay
  6. It will pop up on Vortex start after a long time of seeing the 'busy circle' spinning in PLUGINS. This time it popped up randomly The disk tests just fine with CHKDSK and other Disk Utilities The path it's trying to access is Valid SATA D:\ internal drive. S.M.A.R.T. says the drive is fine, chkdsk says the drive is fine, other 3rd party tests say it's ok as well. This never popped up until I updated Vortex, to 1.6.7
  7. This is with 1.6.7 This never happened until this version of Vortex. When it reports that error, I used CHKDSK, PerfectDisk, S.M.A.R.T. and other disk checking software and they all return ZERO Errors. the only program to complain is Vortex 1.6.7 I've read that "Vortex only reports what the OS is telling it", yet, the OS finds no errors, and when I run CHKDSK, the OS even tells me I don't need to run CHKDSK because the disk is fine, but I do anyway, and Windows 10 reports no errors. Just to make sure, I've run several other third party Disk Utilities and they too, report no errors, and no I/O errors, only Vortex complains.
  8. The txt file "Folder_Managed_By_Vortex" cash cause crashes with some SKSE plugins, due to the fact that the DLL might try to process every file in the folder. This was causing CTDS for the mod "Fire Hurts NG" https://www.nexusmods.com/skyrimspecialedition/mods/74064?tab=posts
  9. Is there a guide for all of this? I only found the option to turn off the Collections Extension, but none of the other stuff I mentioned. Custom Theme has no option to change the font size except for the main fonts. I've found no option within the Custom Theme or CSS files to turn off the TOOLS Dashlet so that I can just use the Toolbar in the title bar. I've tried to change the font size of the Tab/Dashlet titles, but there's' no setting for that, and there's also no setting that I can find in the Theme Editor to reduce the size of the Tool width to make them take the size of the longest tool name. Downloaded the "Snippets" Extension, that allowed me to change one thing, turning off the "Get more Mods" overlay
  10. - Make the dashboard change on a game to game basis.I have 13 tools for Skyrim SE and Zero Tools for Subnauatica, yet the dashboard Tool section stays the same size for Subnautica as it does for Skyrim SE. - Allow people to turn off the Titles for the Dashlets, I don't need Tools and Recently Managed in huge letters at the top of each Dashlet. - Allow people to change the width of the boxes for each tool, currently they are 4.75 inches across, that's a lot of wasted space for tools with names like SSEedit and SKSE64 which are about 1.25 inches.As it is, I have three columns of tools in the dashboard, with each column taking 4.75 inches of space, that's 14.25 inches of wasted space.Add some type of setting that will make the width of all the tool entry boxes to be the size of the name of the longest tool with about .25 inches added for buffer space. at the very least, the tool entries are far too wide. - Currently the ENABLE TOOLBAR Button is pointless if it doesn't turn off the Tool Dashlet, because it leaves the oversized Tool Dashlet in the dashboard AND puts the tools in the Title bar Toolbar, making it pointless and redundant. - The title bar Toolbar only displays TWELVE Tools, making any tools above 12 unavailable for use - In the Theme Manager, allow people to change the size of the TAB and Dashlet Fonts, they're quite large - Make the slider in the Theme Manager for Dashlet Height increment by ONE instead of TWO - Let advanced users turn of the Collections entry in the sidebar Currently my sidebar says this Mods Collections Plugins Either allow advanced users to turn off Collections from displaying, or sort the entries in the sidebar like this ModsPlugins Collections In order to not interrupt workflow when switching between the Mods screen and Plugins screen.
  11. Open the Disk Management in Windows and just change the drive letter back to F:\
  12. An easier way, for more advanced users is to just download the SKSE version you need from silverlock.org and tell your browser to download it to your Vortex skyrimse downloads folder. That way, Vortex will automatically detect it and you won't need to drag and drop. Much easier and faster
  13. You need to make sure that SKSE64 is PRIMARY in the dashboard. Click on the three vertical dots on the SKSE64 Dashboard entry and select "MAKE PRIMARY", it should have a small white banner on it after that. Also, go to SETTINGS---->MODS, and check to make sure that your DEPLOY method is HARDLINK
  14. Exactly, BUT, some mods get enabled but I'd say 1 times out of 2, the ESP does not get enabled because other mods get enabled so it's a dice roll to know if the mod get's enabled in the plugins or not. So yeah, that's exactly what I am saying. EDIT: I must say that I do not enable my mods in 2 steps. I configured Vortex to enable the mods on install. This may be a hint in a possible bug for automatic enabling on install. OK, you have Vortex set to ENABLE on install, however, do you have Vortex set to also DEPLOY on install?
  15. Did you click on the PLUGINS tab (Under the mods tab on the left) and make sure THOSE are ENABLED as well? Did you DEPLOY the mods?
  16. This is the Vortex Support Forum, you need to find the Mod Organizer 2 help forum
  17. Wow, you're insulting the heck out of mod authors in every one of your posts while demanding that they continue to make mods for you I see a lot of PROJECTION. Try making a few mods, and see how difficult it can be, working with the Bethesda CK and just when you're about done making some important changes, the CK crashes on you and you lose 8 hours of work and have to start over, try creating textures, or spending weeks making meshes and adding animations, voice work, sound files etc, then just let people take your mods, and modify them, and any assets YOU MADE, and have users treat you terribly, and have it happen over and over again and see how you eventually feel about it, and how you'll start to see just why mod authors just quit, or burn out, or get an attitude when they get treated by people who think the Mod Author OWES them mods and that the Mod Authors "should allow anybody to modify or edit the mods, or make them Open Source", and should put up with the verbal abuse because the entitled users consider verbal abuse to be "Criticism" and "Helping to improve" a mod. BTW, you won't be making a few mods right away, first you'll spend a few weeks, or maybe even a few months walking through numerous tutorials, and doing them over and over and over again because you get to a certain step, and it always goes wrong for some reason, until you realize there was a typo in the tutorial, and the author is long gone and unreachable. Your post have been nothing but negative towards mod authors, but at least you've given plenty of endorsements, or is that what you consider "making an offering"? BTW, if a COUPLE of Mod Authors are doing that (That you mentioned), that does NOT equal ALL Mod Authors. You really should try to walk in their shoes for once instead of seeing them as the Enemy. I've been on both sides, just being a user was a heck of a lot easier than being a modder. I had one person downvote/one star (back when you could) ALL of my mods just because he disagreed with me on the Old Bethesda Forum, and it was something really stupid we disagreed on, and didn't warrant having all my mods one-starred, but apparently the rule is "A mod author should be seen and not heard" it seems, "You had a different opinion than me? ONE-STAR! DOWNVOTE! UNENDORSED!!!" I make my mods for myself, and I figure "What the heck, maybe somebody else will like them", so I uploaded them. You have this false narrative that ALL Mod Authors are looking for Glory and Fame and Worship, and that couldn't be further from the truth, while you make sure to say "SOME users" when you mention anything negative about users. The mod authors I know are very nice, kind, and humble people I'm not sure you're seeing the irony of your posts. More often than not, these "Make mods free/open source" requests are from people who don't/can't/won't contribute, and just want to guarantee that other people can step in and make sure mods are always updated and available to them Also, some modders leave, not because they want to keep their "Glory", but because they 1. DIED 2. Finished College 3. Got Married 4. Had Kids 5. Have a life outside of modding, they're not slaves chained to a desk who have to keep churning out mods to the masses.
  18. Thanks! Thats good news because C:\ is the boot drive with the OS which will remain untouched. How would I reinstall the mods with a new vortex and SSE installation then? You need to PURGE the mods first with Vortex. So it severs the Links between the mod staging folder and the game folder. Since you're looking to uninstall and reinstall, you can just go to the MOD TAB, select any Mod, and hit CTRL+A, then select REMOVE at the bottom with the little white menu that appears, DO NOT check the DELETE box. Then you can backup your Vortex DOWNLOADS folder wherever you have it installed) you can find it, by looking at SETTINGS----->DOWNLOADS navigate to hat folder in Windows, and COPY it to another drive, or thumbdrive etc in order to back it up, that way you wont have to redownload all your mods again
  19. Is the HARD DRIVE the SAME LETTER in both cases? If not, they need to be D:\Vortex Mods\ D:\Steam Library\ If your example is C:\Vortex Mods D:\Steam Library then it's not going to work because Bethesda games need to be on the same drive as the Mod Staging Folder Look at the Mod Staging Folder settings and see if it's set to HARDLINK DEPLOYMENT>
  20. you need to back up your C:\users\YOURNAME\appdata\roaming\Vortex folder
  21. SKSE mods use DLLs and not ESPS. There's NOTHING to "turn on"
  22. To uninstall ALL mods Hit CTRL +A, then select UNINSTALL from the little white Menu that pops up at the bottom.
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