Jump to content

Vortex preventing SSEEdit opening dues to untesolved conflicts - obstructing me fixxing those conflicts!


Go to solution Solved by showler,

Recommended Posts

As it says - Vortex will not allow SSEEdit to open while there are unresolved conflicts - but it is those (intentional) conflicts I am planning to use SSEEdit to fix! How do I tell Vortex to shut up and allow me to run SSEEdit?

To save you asking - I load up follower or replacer mods and edit them to replace NPC's that I can't find or don't like existing replacers for. Only takes about 15 minutes and I can do it for 5 - 6 NPC replacers using SSEEdit, File explorer and nifskope.

Link to comment
Share on other sites

Until someone comes along that has a real answer, maybe just open xEDIT outside of Vortex for now?

Link to comment
Share on other sites

  • Solution

Probably the unresolved conflicts are preventing deployment so there wouldn't be any files for SSEEdit to work with.

More importantly, Vortex can't see conflicts in ESM/ESP/ESL files, so the conflict is between asset files that are being overwritten.  SSEEdit won't fix those so you should resolve the file conflicts before worrying about anything in the ESM/ESL/ESP files.

Link to comment
Share on other sites

  • 2 weeks later...

You are describing the problem, not a reasonable situation - there should be an option to deploy with the conflicting added mod at the end of the load order to allow the user to use SSEEdit to address the issues. So no, I shouldn't resolve the conflicts first as I have found that Vortex has mucked up severely already doing this on previous occasions - it is very clumsy. Automatic does not equal best. It might be for novice users, but really mucks around those who want to edit those conflicting mods to remove the conflicts, not just hide them. Example - loaded a clothing mod - discover that several follower mods have some of the clothes in those mods - old versions - I don't want to overwrite those, I want to remove them and then use the more modern versions on those followers. So I want the clothing mod to load before those followers - but in the meantime I don't want the follower mods to overwrite the clothing mod - just let me run SSEEdit ignoring the warning! I want to be able to MANUALLY set the order, do my editing then run LOOT.

Link to comment
Share on other sites

The conflicts Vortex is referring to are unrelated to plugins. 

These conflicts (as Vortex tries to explain in the UI boxes you're seeing) are related to multiple mods providing the same file(s) and you need to decide which ones to use. Making changes to the plugins will do nothing to solve this, so the two problems are unrelated. 

If you really want to ignore what Vortex is telling you, just open the tool directly from the EXE file rather than using the Vortex shortcut. 

Link to comment
Share on other sites

@Tetrol88You could go ahead and use the Vortex conflict resolution routine, deploy the mods, and THEN open up your LO in xEdit (filtering for conflicts in your ENTIRE load order), and remove stuff to your heart's content.  Then save changes, and redeploy.  You should only do this for a file or two at a time, since the conflicts listed will change.  Alternately, there is an option to 'Edit individual files' when resolving conflicts, which should allow you to determine the individual file winners.  xEdit should still probably be used to remove parts that you want gone.

Link to comment
Share on other sites

  • 3 weeks later...
On 7/17/2024 at 9:05 PM, Pickysaurus said:

The conflicts Vortex is referring to are unrelated to plugins. 

These conflicts (as Vortex tries to explain in the UI boxes you're seeing) are related to multiple mods providing the same file(s) and you need to decide which ones to use. Making changes to the plugins will do nothing to solve this, so the two problems are unrelated. 

If you really want to ignore what Vortex is telling you, just open the tool directly from the EXE file rather than using the Vortex shortcut. 

Yes, I know that - but I need to load them in "vanilla" form in SSEEdit, and on another screen I open file explorer - and simultaneously adjust the plugin as I remove the related material from the mod. A clear example is in NPC replacers - I might want 20 from one and 25 from another. I open eg the Bijin plugin in SSEEdit and remove the NPCs I don't want, and one by one remove the facegen nifs and dds from the mod using file explorer. Then I do the same for the other replacer mod.  I get really suspicious when I select one replacer over the other, then without doing anything else, Vortex asks me if I want to accept the updated version of the earlier loading one - there haven't been any changes, so what am I accepting?

Link to comment
Share on other sites

If that's all you're doing then you can choose literally any of the conflicting mods as the "winner" , let Vortex deploy the mods properly and then go ahead and do what you want to do.  You need to be removing the unwanted NIFs and DDS files from the staging folder anyway (not the Data folder) or else you won't actually achieve anything useful.

But the problem everybody is having is figuring out why you are doing all that when you can just tell Vortex to deploy the NIFs and DDS files from the mod you want to keep and the ones from the other mods will never be deployed to your DATA folder anyway.  That's the entire point of having these file conflict resolution tools.

So, if you want to do it your way then just choose any option at all and then go ahead and do all that work you want to do.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...