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Hardlink Comprehension Check


nt5raham

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Seems like a very complicated way of getting around something that would be so easy to fix. Just add "don't deploy file" to the rules management options, then you could avoid having the unneeded files in the Data folder at all.

 

Or maybe the MO2 method of putting them in a sub-directory would work? I think Vortex just adds an extra ".ghost" to the end of the file?

Your first option would be nearly ideal, except that the plugins are needed periodically for merge maintenance. It would need to be something the user could set/unset.

 

When it comes to the two problems, excessive open file handles vs. sort time, we are dealing with two different sources. Since the open file handles issue is with the game itself, ghosting (adding the .ghost file extension) fixes it because the game can no longer see the plugin, and thus does not establish a file handle. But the sort issue is with LOOT. LOOT is fully aware that a .ghost extension is still a plugin because like Wrye Bash (and now Vortex) LOOT is designed to manage ghosted plugins, so it sorts them.

 

I am essentially using the MO2 method when I manually move them. The only problem is that Vortex is fighting me every step of the way, wanting to "fix" everything by re-establishing the hard link or permanently deleting the plugin. I just wish we could select a plugin and say, "don't fix this one."

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Okay, radical idea.

 

Could you make a batch file that moved the ESP files from "VortexMods/skyrimse/nameofmod" to "VortexMods/skyrimse/nameofmod/ghost" after you have done your merges and then tell Vortex to accept the changes? Then those ESP files would be installed to "Skyrim Special Edition/Data/ghost" instead of the Data folder and might be insulated from both the game and Loot? Sort of a hack version of how MO2 does ghosting?

 

The batch file would be much more complicated to make but overall it might be easier on you.

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Okay, radical idea.

 

Could you make a batch file that moved the ESP files from "VortexMods/skyrimse/nameofmod" to "VortexMods/skyrimse/nameofmod/ghost" after you have done your merges and then tell Vortex to accept the changes? Then those ESP files would be installed to "Skyrim Special Edition/Data/ghost" instead of the Data folder and might be insulated from both the game and Loot? Sort of a hack version of how MO2 does ghosting?

 

The batch file would be much more complicated to make but overall it might be easier on you.

Yes, I could do that, and it would not really make the batch file any more complicated (simple search and replace operation). The only drawback is that merge maintenance is a reality, and the plugins need to be in \Data\ to do it.

 

I am really hoping for a solution from Vortex, but still getting my ducks in a row before I submit a feature change.

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