WilsonBall Posted July 8, 2021 Share Posted July 8, 2021 Using Vortex 1.4.14 on an x64 machine. Primarily concerned with Skyrim SE mods. Also using skse64_1_5_97. My question is: can I have Vortex point to a loaded mod that is prerequisite to the currently selected mod? By this I mean all actions and displays remain within the Vortex UI, not jumping out to nexusmods website. My goal is to ensure that when I disable a mod, I also disable any required mod iff that mod has no other dependents. Sorry if this is already answered, but in my defense, there are 59 pages of topics in this forum. And I'm old, so I got that going for me. Link to comment Share on other sites More sharing options...
HadToRegister Posted July 8, 2021 Share Posted July 8, 2021 Using Vortex 1.4.14 on an x64 machine. Primarily concerned with Skyrim SE mods. Also using skse64_1_5_97. My question is: can I have Vortex point to a loaded mod that is prerequisite to the currently selected mod? By this I mean all actions and displays remain within the Vortex UI, not jumping out to nexusmods website. My goal is to ensure that when I disable a mod, I also disable any required mod iff that mod has no other dependents. Sorry if this is already answered, but in my defense, there are 59 pages of topics in this forum. And I'm old, so I got that going for me. Since you MUST go to that Mod's Page to click the "Download with Mod Manager" button anyway, why not just open the REQUIRED drop down on the Description page while you're already there? Link to comment Share on other sites More sharing options...
WilsonBall Posted July 8, 2021 Author Share Posted July 8, 2021 Using Vortex 1.4.14 on an x64 machine. Primarily concerned with Skyrim SE mods. Also using skse64_1_5_97. My question is: can I have Vortex point to a loaded mod that is prerequisite to the currently selected mod? By this I mean all actions and displays remain within the Vortex UI, not jumping out to nexusmods website. My goal is to ensure that when I disable a mod, I also disable any required mod iff that mod has no other dependents. Sorry if this is already answered, but in my defense, there are 59 pages of topics in this forum. And I'm old, so I got that going for me. Since you MUST go to that Mod's Page to click the "Download with Mod Manager" button anyway, why not just open the REQUIRED drop down on the Description page while you're already there? I don't think you understand. I'm working entirely within the Vortex UI. I'm looking at my currently enabled mods and picking one to disable. Now I want to know what mod in my list had this mod as a dependent. And I want to do all this without opening up Firefox. Link to comment Share on other sites More sharing options...
Solution Pickysaurus Posted July 8, 2021 Solution Share Posted July 8, 2021 If you create a "requires" rule between the two mods this may do what you are asking. Make sure you have the "Dependencies" column visible, drag the icon from one mod to the other and in the pop-up you can choose "Requires" from the drop-down menu. Then if you disable the mod that is the child dependency you'll get a warning like this: Link to comment Share on other sites More sharing options...
HadToRegister Posted July 8, 2021 Share Posted July 8, 2021 Using Vortex 1.4.14 on an x64 machine. Primarily concerned with Skyrim SE mods. Also using skse64_1_5_97. My question is: can I have Vortex point to a loaded mod that is prerequisite to the currently selected mod? By this I mean all actions and displays remain within the Vortex UI, not jumping out to nexusmods website. My goal is to ensure that when I disable a mod, I also disable any required mod iff that mod has no other dependents. Sorry if this is already answered, but in my defense, there are 59 pages of topics in this forum. And I'm old, so I got that going for me. Since you MUST go to that Mod's Page to click the "Download with Mod Manager" button anyway, why not just open the REQUIRED drop down on the Description page while you're already there? I don't think you understand. I'm working entirely within the Vortex UI. I'm looking at my currently enabled mods and picking one to disable. Now I want to know what mod in my list had this mod as a dependent. And I want to do all this without opening up Firefox. Vortex will tell you IMMEDIATELY if another mod is required because it will say "MISSING MASTER" Link to comment Share on other sites More sharing options...
WilsonBall Posted July 9, 2021 Author Share Posted July 9, 2021 I guess I have not explained myself. Supposed Mod B needs Mod A. And Mod A needs nothing. Now you disable Mod B. It is not like it is missing masters; it is just useless. None of these will make any difference. I thank all for the responses. Just forget I brought it up. I'm getting nostalgic for the work I've done for 40 years and this hit close to home. Link to comment Share on other sites More sharing options...
HadToRegister Posted July 9, 2021 Share Posted July 9, 2021 I guess I have not explained myself. Supposed Mod B needs Mod A. And Mod A needs nothing. Now you disable Mod B. It is not like it is missing masters; it is just useless. None of these will make any difference. I thank all for the responses. Just forget I brought it up. I'm getting nostalgic for the work I've done for 40 years and this hit close to home. The thing is, if Mod B needs Mod A then generally Mod A has been made a MASTER to Mod BI don't believe I've ever seen a Mod that requires another Mod without it being a MASTER.Otherwise Mod B is useless Link to comment Share on other sites More sharing options...
WilsonBall Posted July 9, 2021 Author Share Posted July 9, 2021 Here's an example: The Great Forest of Whiterun Hold The Great Forest of Whiterun Hold - AQualityWorldMap With Roads (Patch) A Quality World Map - Classic with All RoadsDisable #3. Now #2 is useless. #2 is a patch that I extracted from a 7zip file, but it shows up as a mod. There is no associated .esp, so maybe that's the difference. It is just, what, code? script? something innocuous? Wish I had a better example. Link to comment Share on other sites More sharing options...
Pickysaurus Posted July 9, 2021 Share Posted July 9, 2021 Does my example not serve your purpose? The only downside is you have to set the rules yourself. Link to comment Share on other sites More sharing options...
HadToRegister Posted July 9, 2021 Share Posted July 9, 2021 Here's an example: The Great Forest of Whiterun Hold The Great Forest of Whiterun Hold - AQualityWorldMap With Roads (Patch) A Quality World Map - Classic with All RoadsDisable #3. Now #2 is useless. #2 is a patch that I extracted from a 7zip file, but it shows up as a mod. There is no associated .esp, so maybe that's the difference. It is just, what, code? script? something innocuous? Wish I had a better example. Built in loot should tell you if the mods need a patchLike the screenshot below See where it mentions "Relighting Skyrim" and I don't have a patch for it installed to be compatible with "Immersive College of Winterhold"? (Click on the GEAR icon on the PLUGINS Tab, and check "LOOT Messages (inlined) if you want to have the display show like mine) Link to comment Share on other sites More sharing options...
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