WilsonBall Posted July 9, 2021 Author Share Posted July 9, 2021 Does my example not serve your purpose? The only downside is you have to set the rules yourself. That seems to be the opposite of what I'm asking for. If you make A dependent on B and disable A, B doesn't care does it? 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. Built in loot should tell you if the mods need a patchLike the screenshot belowSee 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) Yes, but... I've removed (disabled) the mod for which a patch was needed. Now the patch is no longer needed, yet there's no indication of that. It is just fluff. 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) Yes, but... I've removed (disabled) the mod for which a patch was needed. Now the patch is no longer needed, yet there's no indication of that. It is just fluff. No it's not just "Fluff", LOOT lets you know if a Mod needs a Patch, it doesn't need to let you know a Patch needs a mod, that's just common sense, because nobody would download and install a patch for a mod they don't have. You're expecting almost Paranormal abilities from Vortex let alone any mod manager at this point. Vortex makes mod installation pretty fool-proof, but the user still has to put SOME effort into it as well. What you're expecting Vortex to be able to do, is whenever you download or install a mod, to automatically search the entire Game Database on the Nexus for any other mod that somehow might be related to it. That would take HOURS if you decided to install a large number of mods. Vortex and other Mod Managers can only go by the Metadata stored with the mod, or things in the header of the ESP itself etc, a lot of times the People who made Mod A, and Mod B, don't even know that a Patch for their Mods exist. 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. Built in loot should tell you if the mods need a patchLike the screenshot belowSee 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) Yes, but... I've removed (disabled) the mod for which a patch was needed. Now the patch is no longer needed, yet there's no indication of that. It is just fluff. No it's not just "Fluff", LOOT lets you know if a Mod needs a Patch, it doesn't need to let you know a Patch needs a mod, that's just common sense, because nobody would download and install a patch for a mod they don't have.You're expecting almost Paranormal abilities from Vortex let alone any mod manager at this point.Vortex makes mod installation pretty fool-proof, but the user still has to put SOME effort into it as well.What you're expecting Vortex to be able to do, is whenever you download or install a mod, to automatically search the entire Game Database on the Nexus for any other mod that somehow might be related to it.That would take HOURS if you decided to install a large number of mods.Vortex and other Mod Managers can only go by the Metadata stored with the mod, or things in the header of the ESP itself etc, a lot of times the People who made Mod A, and Mod B, don't even know that a Patch for their Mods exist. So sorry. I like Vortex a lot. It performs well and I have nothing but respect for the authors. I know how hard it is to create such things. I would never ask it to search the entire database for ANYTHING or under ANY condition. Still, I have to say that you misunderstand what I'm suggesting. I am ready to drop the matter. 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) Yes, but... I've removed (disabled) the mod for which a patch was needed. Now the patch is no longer needed, yet there's no indication of that. It is just fluff. No it's not just "Fluff", LOOT lets you know if a Mod needs a Patch, it doesn't need to let you know a Patch needs a mod, that's just common sense, because nobody would download and install a patch for a mod they don't have. You're expecting almost Paranormal abilities from Vortex let alone any mod manager at this point. Vortex makes mod installation pretty fool-proof, but the user still has to put SOME effort into it as well. What you're expecting Vortex to be able to do, is whenever you download or install a mod, to automatically search the entire Game Database on the Nexus for any other mod that somehow might be related to it. That would take HOURS if you decided to install a large number of mods. Vortex and other Mod Managers can only go by the Metadata stored with the mod, or things in the header of the ESP itself etc, a lot of times the People who made Mod A, and Mod B, don't even know that a Patch for their Mods exist. So sorry. I like Vortex a lot. It performs well and I have nothing but respect for the authors. I know how hard it is to create such things. I would never ask it to search the entire database for ANYTHING or under ANY condition. Still, I have to say that you misunderstand what I'm suggesting. I am ready to drop the matter. I understood what you've been saying, you're talking about Patches, and other Mods and that Vortex should know that if you disable a mod that you have a patch installed for, Vortex should know that, and vice versa Link to comment Share on other sites More sharing options...
Zanderat Posted July 10, 2021 Share Posted July 10, 2021 The only way that would work is if Vortex could read the "Requirements" section of the main mods' description tab. But even then many mods have requirements in common, such as the UOP. So the best Vortex could do is offer suggestions. The user would still need to to decide the action. Link to comment Share on other sites More sharing options...
Pickysaurus Posted July 10, 2021 Share Posted July 10, 2021 Does my example not serve your purpose? The only downside is you have to set the rules yourself. That seems to be the opposite of what I'm asking for. If you make A dependent on B and disable A, B doesn't care does it? Then...erm... set the dependency the other way around? I'm not sure if I'm not understanding what you want or you're not understanding what I'm trying to tell you? Link to comment Share on other sites More sharing options...
WilsonBall Posted July 10, 2021 Author Share Posted July 10, 2021 The only way that would work is if Vortex could read the "Requirements" section of the main mods' description tab. But even then many mods have requirements in common, such as the UOP. So the best Vortex could do is offer suggestions. The user would still need to to decide the action. Does my example not serve your purpose? The only downside is you have to set the rules yourself. That seems to be the opposite of what I'm asking for. If you make A dependent on B and disable A, B doesn't care does it? Then...erm... set the dependency the other way around? I'm not sure if I'm not understanding what you want or you're not understanding what I'm trying to tell you? I installed PapyrusUtil SE to satisfy the requirements of Immersive Horses. Then disabled Immersive Horses. That left Papyrus without any dependents. IOW, cruft. @Pickysaurus: The "requires" mechanism is capable of exposing this. So, that solves my problem, albeit manually. Your last suggestion does the trick -- make Papyrus "dependent" on Immersive Horses. I believe that looking at IH's requirements and flagging Papyrus should be possible. The opportunity to offer to disable Papyrus seems to exist. And of course, it would be up to the user to pursue the trimming. The mods list is a tree with many roots. Does a tree view make sense for the MODS tab? It would be interesting to see the result. Look, I admit this is minutia and hardly worth considering as some future enhancement. But I do appreciate the willingness of all to listen, ask questions and offer solutions. Link to comment Share on other sites More sharing options...
WilsonBall Posted July 10, 2021 Author Share Posted July 10, 2021 The only way that would work is if Vortex could read the "Requirements" section of the main mods' description tab. But even then many mods have requirements in common, such as the UOP. So the best Vortex could do is offer suggestions. The user would still need to to decide the action.You say Vortex must read the mod. I assumed some sort of metadata existed. Reading the mod in toto is an odious task. And that means I'm asking for too much. It's ok to say so. :happy: Link to comment Share on other sites More sharing options...
Guest deleted34304850 Posted July 10, 2021 Share Posted July 10, 2021 this is a painful read. here's how it works. you install mod ayou install mod byou install a patch to allow mod a and mod b to work together. you remove mod b. now you have mod a and a patch for mod a and mod b to work together, but the patch is cruft. what you do in vortex is add the metadata yourself. so your process is this. install mod ainstall mod binstall patch to allow mod a and mod b to work together the patch should have a dependency on mod a and mod b - but perhaps it doesn't. let's assume it doesn't. at this moment you have three mods and no interdependencies. now its time to add interdependencies and you must do this yourself because neither mod a or mod b know about the existence of each other and neither of them know about the patch that lets them play together. in the patch you set a requirement that the patch requires mod ain the patch you set a requirement that the patch requires mod bin the patch you set a requirement that the patch must load after mod ain the patch you set a requirement that the patch must load after mod b if you remove mod a or b - you will see an indicator that the patch cannot load because its missing a required mod.if you remove the patch, both mod a and mod b will still load as normal because there's no dependency on them needing the patch. however, if you want to build a dependency between mod a and mod b then do the following in mod a set a dependency that mod a requires mod b and the patchin mod b set a dependency that mod b requires mod a and the patch now, if you remove one of the three then vortex will tell you that a dependency is missing. this is a dependency that you have built into vortex - not the mods or the patch. purely vortex. try this - its the solution you want/need Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.