Guest deleted34304850 Posted April 26, 2023 Share Posted April 26, 2023 I'm currently rebuilding my lod list for fallout 4. This time around, I'm making extensive use of Vortex's mod dependency facility. For example, I have created a mod dependency for all the mods I have that require F4SE to function. If I remove F4SE, then the mods that depend on it, will flag up in red, as a dependant mod is not available. To remediate, I would either enable, or re-install F4SE and deploy, and the dependency is fulfilled and everything is fine. However; If I pull down an update to a mod that requires F4SE and I install that update, I receive the message to either create a new version, or re-install. That's fine and expected. I choose the latter, so I'm going to overwrite V1.0 of the mod with V1.1. What will happen is, as part of the update to the new version, the old version is removed, and then I get a message from Vortex, telling me that a mod is being removed, and do I want to remove its dependencies. If I select yes, then Vortex will also remove F4SE. Doing that, of course, means all the other mods that depend on F4SE will now flag up as missing a dependency. This is 100% working as designed - however - it could be better. What I'm asking for is this; If I am updating a mod that is part of a dependency chain, is it possible to offer me a third option - update mod only and ignore dependencies, because that's really what I'm trying to do.I have no desire to remove F4SE from the build as that would obviously compromise other mods, so I'd have to re-install F4SE to satisfy the dependencies, when all I wanted to do was update a single mod in place, keeping all mod dependency rules as they were. Conversely, if I want to remove F4SE, as that has several "child" dependencies, as in F4SE would be the parent mod and anything that requires it to function would be considered "child" mods, can I get the option to either remove F4SE only, thus causing all my F4SE dependent mods to complain, AND another option, remove the F4SE mod plus all dependent mods, so that if F4SE is removed, then every mod that depends on it is either automatically disabled, or automatically uninstalled? (there's an option here to only disable dependent mods rather than fully remove them, which may be better). Basically, I'm asking for any mod that has a number of dependent mods to ask me if I also want dependents removed, BUT - if I update a mod that depends on another mod, to only update the mod in place and not its dependents. Thanks. Link to comment Share on other sites More sharing options...
rmm200 Posted April 26, 2023 Share Posted April 26, 2023 Independent of your post here, I would submit your request as Vortex Feedback request for enhancement.That way it gets tracked - and you will probably get a developer response. Link to comment Share on other sites More sharing options...
Guest deleted34304850 Posted April 26, 2023 Share Posted April 26, 2023 yeah, i've done that in the past and they've disappeared into a black hole never to be seen again. if no-one replies then its all good. Link to comment Share on other sites More sharing options...
rmm200 Posted April 26, 2023 Share Posted April 26, 2023 Cover all your bases. Do both. Link to comment Share on other sites More sharing options...
Zanderat Posted April 27, 2023 Share Posted April 27, 2023 I have never used the dependencies function. Seems really useful. I agree the third suggested option seems necessary. Link to comment Share on other sites More sharing options...
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