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New to Vortex - few questions


adrianperry

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Firstly, a big thank you for biting the bullet and producing a really good Mod Manager from the ground up.  I have some newbie questions, which I couldn't see in the documentation.

Using 1.9.10, testing it on an old game - The Witcher (one), lots of Mods.

1.  If you use Vortex to manage the mods, and you have some load ordering rules, do you have to launch the game from within Vortex ?

2.  Some authors  try to be helpful and create a zip file with the structure data/Overide/<files>, data/Scripts/<files>.  However, my testing indicates that this ends up being installed as data/Overide/data/Overide<files>, data/Overide/data/Scripts/<files> and the mod does not trigger.  Can you confirm that thi is expected behaviour ?

3. Given above, I tried to create a zip with the "corrrect" structure, gave it the same name and tried to install it (having deleted the previous version).  But, Vortex did not recognise it as being from Vortex and thus did not add any of the meta data (e.g. category).  I'm guessing that Vortex checks back with base, using bothe the name AND a checksum, and thus fails to find it.  Is that the case ?  If so, any way around it ?

4.  Mods come with readme files that basically overwrite each other.  Any way of preventing that within Vortex (i.e. don't have to fire up File Manager for each installation) ?

 

Thanks in advance.

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On 12/14/2023 at 6:07 PM, adrianperry said:

Firstly, a big thank you for biting the bullet and producing a really good Mod Manager from the ground up.  I have some newbie questions, which I couldn't see in the documentation.

Using 1.9.10, testing it on an old game - The Witcher (one), lots of Mods.

1.  If you use Vortex to manage the mods, and you have some load ordering rules, do you have to launch the game from within Vortex ?

2.  Some authors  try to be helpful and create a zip file with the structure data/Overide/<files>, data/Scripts/<files>.  However, my testing indicates that this ends up being installed as data/Overide/data/Overide<files>, data/Overide/data/Scripts/<files> and the mod does not trigger.  Can you confirm that thi is expected behaviour ?

3. Given above, I tried to create a zip with the "corrrect" structure, gave it the same name and tried to install it (having deleted the previous version).  But, Vortex did not recognise it as being from Vortex and thus did not add any of the meta data (e.g. category).  I'm guessing that Vortex checks back with base, using bothe the name AND a checksum, and thus fails to find it.  Is that the case ?  If so, any way around it ?

4.  Mods come with readme files that basically overwrite each other.  Any way of preventing that within Vortex (i.e. don't have to fire up File Manager for each installation) ?

 

Thanks in advance.

 

1. Once your mod list is set up, you can start the game however you like. 

2. That is not expected, no. It could be a bug in the extension for Witcher 3.

3. Best way to do this is to install the mod as normal. Then right-click and pick "Open in File Manager". Fix the structure there and then deploy, accepting all changes in the "External changes" window that appears. 

4. If you can give some examples that'd be handy. Vortex doesn't expect non-mod files to be inside mods but they might be easy to ignore in an extension update. 

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Hi,

Thanks for the response - just to clarify, I'm modding Witcher ONE, so I'm not too surprised to see a lot of manual effort to get them loaded correctly.  I'm guessing that Vortex really works/shines when modding games that it specifically supports.  All others, you can expect oddities/problems as I've experianced.

An example that has both a data structure that will fail and a readme file is https://www.nexusmods.com/witcher/mods/926?tab=files&file_id=1000000812.   But, see my comment above i.e. it's not unexpected for older (no specifically supported) games and will need some manual effort to get working.

Thanks for the response to 3. - that makes sense.

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