DragonMech01 Posted May 10, 2017 Share Posted May 10, 2017 Is there a way ordinary users can help speed up the development of Vortex? Blood sacrifices to C'thulhu, volunteers for whipping Tannin when he tries sleeping, etc? In all seriousness, thank you for your hard work Tannin! I can't wait to use Vortex. Link to comment Share on other sites More sharing options...
RDubon Posted May 10, 2017 Share Posted May 10, 2017 In response to post #49985947. Dorryn wrote: Will Vortex be able to handle mod priorities like MO did, with drag-n-drop?Hope so otherwise their new mod manager would be no different than current nexus, i personally can live without mod organizer style virtualisation but mod priorities is a must in my book. Link to comment Share on other sites More sharing options...
neeher Posted May 10, 2017 Share Posted May 10, 2017 In response to post #49984112. #49984447 is also a reply to the same post.neeher wrote: Vortex by Megadeth is an awesome song, just sayin lolDahveed wrote: I thought I'd be the only one to think of that... ha.*high five* Link to comment Share on other sites More sharing options...
Hackfield Posted May 10, 2017 Share Posted May 10, 2017 (edited) In response to post #49982472. #49983957, #49985507 are all replies on the same post.Tannin42 wrote: So, does this mean Vortex is going to retain copies of mods we download? So for example, getting a new version of say SMIM from Skyrim is a massive influx of data. Is it going to be able to handle those large files without issue? And can it properly dump them when I want them removed, either because of an upgrade, or because I no longer want the mod? Not sure I understand the question. When you install a mod you basically have 3 steps:- download the mod- install the mod (into a separate directory)- enable the modAt this point you have the original archive from nexus which you are free to delete to free up space or not.You have the installed mod. If there was an installer, this is only the selected options. No files here get deleted or replaced by other modsFinally, you have a bunch of links to the files in the game directory. You can disable the mod and it will remove the links and of course you can remove the mod altogether.I'm not aware of any problems with large files, SMIM didn't cause any trouble in my testing.Hackfield wrote: I think what he meant it's, when you download a mod with NMM, the zip file is stored in the "mods" folder of NMM, when you install it, it decompresses the file into a folder and creates the symlinks, but the original zip file is still in the "mods" folder. At this point, a mod is actually using twice the space needed (zip file + decompressed folder, really noticeable in large mods like SMIM or texture mods that can reach easily a GB or more).In MO you could delete the downloaded zip file to save space and the content of the mod would still be installed, but in NMM, if you delete the downloaded zip file, NMM removes the mod completely.KunoMochi wrote: Actually, you can remove the mod archive in NMM and the mod will still stay installed.When NMM extracts/decompresses the mod archive, it is momentarily extracted/decompressed to the NMM Temp folder. Once finished, the files get moved into the Virtual Install.You might want to check where the Temp folder is located at in the NMM Settings.Well, NMM options are: uninstall from current profile, from all profiles and "delete mod (permanently) and uninstall", there is no option to delete the zip file only.If you delete the zip file manually, NMM will prompt an error and "uninstall" that mod claiming that it couldn't find it (It doesn't actually delete the files, but removes the mod from NMM, losing management control over it and all its assets). Edited May 10, 2017 by Hackfield Link to comment Share on other sites More sharing options...
Gruftlord Posted May 10, 2017 Share Posted May 10, 2017 In response to post #49985947. #49987062 is also a reply to the same post.Dorryn wrote: Will Vortex be able to handle mod priorities like MO did, with drag-n-drop?RDubon wrote: Hope so otherwise their new mod manager would be no different than current nexus, i personally can live without mod organizer style virtualisation but mod priorities is a must in my book.From how i understood the explanation by Tannin on a technical level: yes. Link to comment Share on other sites More sharing options...
hedinn92 Posted May 10, 2017 Share Posted May 10, 2017 If Vortex can have the same power as MO did over mods and is simple and easy to use I'm a happy man. Link to comment Share on other sites More sharing options...
cocodojo Posted May 10, 2017 Share Posted May 10, 2017 In response to post #49983627. #49985377 is also a reply to the same post.indycurt wrote: With all due respect, I'm not so sure about the name "Vortex". I can see the jokes coming already: " I uploaded my mod and it disappeared in the "Vortex". "I had 75 mods downloaded, and now they are gone! What happened? A: They are lost in the "Vortex"." The mere definition of the word "Vortex" indicates chaos and destruction. A tornado is considered a "vortex".vixsyn wrote: Surely this is a pro point of the name? bonus points for when they get lost it makes a flushing sound ^_^ Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted May 10, 2017 Share Posted May 10, 2017 In response to post #49984342. #49985262 is also a reply to the same post.Bonechip wrote: Great update.... thank you.Request: Can it be made so the website reflects what you have installed?IE: If I have BadAssGunMod001 installed... when I visit the mod's page, or see it in a list, it will show "Installed".When you have over 200 mods installed, it is sometimes easy to forget when one is trolling around looking for more.sgtmcbiscuits wrote: That's actually a great idea! Especially when changing modlists between playthroughs and such, it can be easy to forget what all you have. Even better would be if mod authors could state which mods are incompatible with others, and if it sees that you have that mod installed, it could warn you. That one would definitely be harder to support, as it requires authors to do a little extra work rather than the site doing it automatically, but for casual users that don't understand incompatibilities and the like, that would be a lifesaverA lot of extra work that would quickly go out of date. Not really possible, no matter how convenient it'd be. Link to comment Share on other sites More sharing options...
FinalFrog Posted May 10, 2017 Share Posted May 10, 2017 Will users be able to tell which mods had file conflicts and which mods won those conflicts by looking at their mod list? For me this has always been the most significant advantage of MO over all other Mod Managers. The VFS was just a cherry on top and I have no problem with the compromise of symbolic/hard links so long as it doesn't hide mod conflicts from the users once a mod has been installed the way NMM did. Link to comment Share on other sites More sharing options...
Deleted133263User Posted May 10, 2017 Share Posted May 10, 2017 Will legacy FOMod scripted mods be supported ?And will you be including support for Wizards (Wrye Bash) scripting for mods without FOMod scripting, similar to how you did for MO ? (In the case of a mods zip including both FOMod and Wizard, I think FOMod scripting took priority) Link to comment Share on other sites More sharing options...
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