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Find Prerequisite Mods to Currently Selection Mod


WilsonBall
Go to solution Solved by Pickysaurus,

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Thank you. I think we all agree now this will work.

 

 

 

this is a painful read.

 

here's how it works.

 

you install mod a

you install mod b

you 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 a

install mod b

install 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 a

in the patch you set a requirement that the patch requires mod b

in the patch you set a requirement that the patch must load after mod a

in 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 patch

in 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

 


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Guest deleted34304850

one of the best things about vortex is that you can enhance its behaviour with the ability to put in your own metadata on how YOU want your mods to load.

 

its not 100% required - its something that you can use to make your load order work exactly how you want it.

 

in a real world example, i had sim settlements in fallout4 and then i had sim settlements 2. the addons for those mods are 100% not compatible with the two versions of sim settlements. so all the sim settlements mods are for sim settlements, all the mods for sim settlements 2 are exclusivly for that.

 

i added in some mod rules where i made all the mods for sim settlements dependent on sim settlements and all the mods for sim settlements 2 dependent on sim settlements 2.

then i made both sim settlements and sim settlements 2 dependent on workshop framework and mcm.

 

if i am building out a fallout 4 game that i want to play sim settlements in - i can do that by enabling sim settlements - then all its mods. if i accidentally enable a sim settlements 2 mod it will flag up as it requires sim settlements 2, rather than sim settlements.

 

this is all entirely optional but trust me - it makes life so much easier.

this is a very powerful feature of vortex.

 

the only thing i am not certain of is - this metadata may not be transient across profiles. if you start a new game and use profiles, it may be that this data is not copied across to the new profile - the mod devs may know more about that.

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one of the best things about vortex is that you can enhance its behaviour with the ability to put in your own metadata on how YOU want your mods to load.

 

its not 100% required - its something that you can use to make your load order work exactly how you want it.

 

in a real world example, i had sim settlements in fallout4 and then i had sim settlements 2. the addons for those mods are 100% not compatible with the two versions of sim settlements. so all the sim settlements mods are for sim settlements, all the mods for sim settlements 2 are exclusivly for that.

 

i added in some mod rules where i made all the mods for sim settlements dependent on sim settlements and all the mods for sim settlements 2 dependent on sim settlements 2.

then i made both sim settlements and sim settlements 2 dependent on workshop framework and mcm.

 

if i am building out a fallout 4 game that i want to play sim settlements in - i can do that by enabling sim settlements - then all its mods. if i accidentally enable a sim settlements 2 mod it will flag up as it requires sim settlements 2, rather than sim settlements.

 

this is all entirely optional but trust me - it makes life so much easier.

this is a very powerful feature of vortex.

 

the only thing i am not certain of is - this metadata may not be transient across profiles. if you start a new game and use profiles, it may be that this data is not copied across to the new profile - the mod devs may know more about that.

 

Yes that sounds elegant. More than I care to do, but thank you for the insight.

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