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Posted

I understand the idea, but I have a good example of the need to be able to mark a mod to ignore this rule. Modpocalypse has literally dozens of mods as NPC replacers - and I use many. They all have "Modpocalypse NPCs - Resources" as a master. I have that mod as "redundant" permanently appearing - perhaps the redundancy check should include a check for mods requiring it as master as well.

Posted
  On 3/3/2025 at 2:50 AM, showler said:

It would only be marked as redundant if there's multiple copies of it and at least one them is completely overridden.

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Nope - click on the review tab and it shows what is overwriting - heaps of other mods - from High Poly Head, High Poly head EFM meshes, HPH EFA meshes, KS Hairs (various), Realore skin etc etc. ALL of these are mod requirements for yet further mods, and in most if not all instances are more up to date than MP resources. That is the standard approach when this happens, and yes I have done it.

 

Posted

Well, I can't see what you're seeing but the redundant warning literally means "based on your override settings Vortex isn't even going to bother deploying this mod because every file in it will be overwritten by one or more other mods".

So the result of all those overwrites you are describing is that Vortex does nothing at all with the redundant mod.

Posted

Trouble is, the discussion is not referring to the issue - in that I now have a permanent warning that may well be true, but has no actual relevance as I cannot delete or inactivate it. 

Perhaps if I find a small mod and merge it into it, it will then at least have one record not overwritten....

  • Community Manager
Posted

You can remove the warning by disabling the redundant mod. As already explained, no files are being deployed from it so it will have no impact other than dismissing the error and making Vortex deploy a bit faster as it can skip checking a mod with no files in use 

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