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remember - The "Some mods are redundant" notification is not always %100 accurate, it's for this reason I believe an "never remind me of this notification" should be made for some instances


ZxAsriel

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First off:

Let me be the many who have said this and will say it again, "Some mods are redundant" is not always %100 accurate. Yes, sometimes mods do the same thing. However, the problem with the notification is when SIMILAR effects from mods are applied that are not EXACTLY 1 TO 1 THE SAME. The notification is doing a false positive.

For an example, I will now review MY notification.

"- Custom Lightsaber Animations Mod Custom - Custom Animations for lightsaber mod 3.1 (By RussellXL)" upon review:

 Deployed files (0)

None

files overwitten: Lightsabermod.ESP (Hash not calculated)

files that are supposed to be deployed but weren't found (0)

None

Files present but couldn't be read (0)

None

 

This mod is not redundant, it is an add-on FOR the Lightsabermod.ESP file, not an redundancy, but an personal improvement by adding animations to the mod.

 

Second off: If a vortex member who's staff tells you that "These mods are redundant" is always correct, and irrefutable: They have never touched a mod in their life, and they do not know how to be told that false positives like this exist.

 

Third: To this end, I wish that nexus vortex, be duly updated to have an optional "never remind me again of this redundancy" option, so that false positives on redundancies, never rear their ugly heads for users ever again. We do not need a notification if that notification proves to be an inconvenience instead of factual information.

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Posted (edited)

a)  That isn't a false positive.

b)  They are correct in telling you that you have a redundancy.

It's a semantics thing.

 

Any time you have 2 or more mods with items in them that are the exact same file name and the exact same path - one is redundant. 

Why?   It can't load two of the same thing.

 

I use MO2 so I'm not bothered with these kind of messages.   It just shows a Green + and a Red - to tell me which file is replacing the other.

 

Added:   Remember, normal patching form isn't to completely replace the original .ESP but to make a separate patch with the necessary changes.     Why?   Because once you introduce a 3rd mod that is dependent on that particular .ESP - it's going to go bonkers when it's not seeing what it things it should be seeing.

 

 

Edited by fraquar
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