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I'm new to Vortex, so this is probably just my stupidity, but...


Faythnu

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When I disable a mod inside a profile, shouldn't it be disregarded and not included in my game or any Vortex checks? At least for that profile? I had two mods (Nexus downloads) I wanted to try, each of a similar genre. But I only wanted to use one or the other, not both, at the same time to see which one I liked better. So, I disabled one so I could use the other one first. But I got conflicts, errors, loot order issues and redundancy errors from Vortex on both, even the disabled one. And, both mods still showed up in the game causing all kinds of issues. How did I know? Because the disabled one overwrote the active mod! So, I chose "uninstall" instead of "disable". Didn't help. Still interfered with that profile in Vortex and in-game. Then I did a "remove," along with anything associated, a basic "wipe out of existence" maneuver. It no longer showed up in my Vortex profile, whew!, but still interfered with my game! What? I had to go into my Override folder to actually remove the folder myself, which I was quite surprised was actually there since I thought I'd obliterated it inside Vortex with "remove"? So, what am I doing wrong? Can't I turn mods on and off inside the profiles? Am I expecting too much from Vortex? If I have to micromanage my Overrides folder, why do I need Vortex? I'm so confused!!

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A disable mod ***usually** produces no in game effect, ie it appears "gone"

 

But save files often include information associated with mods installed at the time of file save, so when the savefile is loaded, they *may have "residuals" of the disabled mod still floating around in the mess causing trouble.

 

I play Skyrim SE. I don't know if it's applicable in whichever game(s) you play, but we use Fallrim Tools to perform cleanup after uninstallations or mod disabling to remove these residuals.

 

To do so, you have to

  1. Load the old save into the game (that thinks mod "<insert mod name>" is still installed)
  2. Then resave, once the game has completed any in game reinitializations
  3. Then exit the game and clean the new save file using fallrim

(the new save file in step 2 is so that fallrim will recognize the old, now disabled or removed mod's content as "foreign" to the save file, so it can be identified and manually expunged by the user using the tool.

 

Good luck!

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Make sure you deploy after disabling a mod. It is not actually removed from the game folder until deployment is complete.

 

Please also keep in mind that you CANNOT remove mods with plugins safely from a game in progress. You save data will become corrupted over time if you do this.

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