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We have a name! And a Q&A session with Tannin regarding the new mod manager.


Dark0ne

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In response to post #50015817.


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Profiles: yes
reorder mods: yes with a but: The mechanism how you reorder mods is different from MO. I believe it's more powerful and easier to use in the long run but it's different so there will be an adjustment period for users. I'm excited to see if people will love it or hate it. ;)
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In response to post #50017357. #50023137, #50023837 are all replies on the same post.


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1) No, we don't integrate xedit and for now we have no plan to do so. Vortex will be extensible through extensions so if someone with development experince comes along they could add such a feature
2) Vortex integrates loot and userlist management from inside the gui so you don't have to run loot manually. This can of course be disabled for users who don't like convenience. ;)
3) Sure. You could either simply create a new, empty, profile and switch to that or use the purge option.
Both should lead to a clean data directory (at least clean of the files Vortex added, of course we don't remove anything added through other means like steam workshop).
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In response to post #50007057. #50020977, #50024497 are all replies on the same post.


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I feel much the same way as you guys, but perhaps not quite so vehemently; at least not about Vortex, that is... :P Keep in mind that this is comin from a guy who hasn't touched NMM since i first learned of MO, way back before Fallout 4 was even suspected to ever exist... :P nor do i wish to suffer NMM ever again. :P But I don't feel the symbolic link route is necessarily as much of a death nell as it was in NMM, not if Vortex does it better/properly.

The key, IMO, would be a mixture of MO's and NMM's approach to file priority; one would organize the mod file load order exactly as one would in MO, mod separation/overwrite, the whole shebang; from that organized setup, a list is formed (dare i say, a manifest) of what files get deployed, what gets overwritten with what, beforehand, etc, blah. Luckily, (and of major benefit to dev sanity,) you'd only need a manifest of the current moment, not a detailed log of every moment since beginning the install... :P In all honesty, a simple list of file paths would suffice, but I bet there'd be benefit to adding a few more features. :) From that list of files to be loaded, symbolic links are made from .\ Data\___ to the relevant files in the Mods folder of Vortex, and when one re-prioritizes mods, the files linked to are simply updated with the new file as priority determines; essentially, it'd build what would have been housed in the VFS and then link every file therein individually instead of all at once through virtualization... and unlike VFS, it'd do it on a low level that the .EXE is (indeed, all EXE's are) natively designed to interact with, instead of one that has to be injected; there's a lot of simplicity, compatibility, and stability benefit to that, beyond simple avoidance of false positive viral reports.

With relatively easy debug options like the Q&A's mentioned "emergency purge" button which would (presumably) wipe out any file system entries in the whole folder tree that are symbolic, and a polar opposite feature I'd also recommend (if you're readin this, Tannin) which would purge and re-deploy a fresh and unsullied set of links, even problems like @TwoArmedMan15 had (which i agree, would suck donkey balls to recognize/fix, otherwise) would be two button presses away from solved, and would honestly become as ubiquitous and quick a procedure as LOOT sorting, where you'd do it every time, just to be sure. :P

I'm not sayin VFS doesn't have major benefits, or that it is isn't a preferrable option; there's a reason i do some multi-step trickery with a third party file browser, some esp shuffling and manually copying lists of .esp's into relevant .txt's to use LOOT on MO2 with FO4, :P but with the *right* implementation, I wouldn't consider a non VFS approach entirely unusable, at least not without first giving it the benefit of the doubt and a good try. :) Edited by TerminusVitae
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First, regarding virtualization... I am not sure yet about W 10, but W 7's implementation of sym links has been somewhat problematic, and prone to failure when a 'hard implementation', such as a system file fix, happens to overwrite a link. Now that MS is only doing maintenance on W 7, maybe not a problem... Please, no comments on this. It is what it is, as my Oncology Dr. so nicely puts it.

 

The way that I intend to use a manager is to keep a list of the mods that I have installed, including overwrites, and, hopefully be able to make separate lists for separate installs of the same game. Say I want set A of mods for character a, and a different set B of mods for char. b. And I do mean DIFFERENT. I may mod a mod in set A and have the same mod vanilla in set B So, in your language spider.dll may not be the same in game a as it is in game b, but in the original mod it is untouched.

 

Currently, NMM does a truly 'hard link' as the mods are all physically copied and stored in a separate location on (in my case) a different drive to my game drive. Not the best use case for drive storage... However, it is rather bullet-proof. For one set of files in one game.

 

IFF sym links were stable, AND there were enough intelligence in the manager to recognize time-date changes in files (and to keep BU copies of changed files...) and to know when to overwrite what files from what mod, as well as to be able to keep separate lists of files of files used in game ver. a as well as the list of files in game ver. b... THEN you might have a game manager of mods that wasted no space. How to do that with no type of internal DB? Hey, YOU are the software engineer. I only do hardware.

 

On a last note, my primary aversion to MO was its tendency to want to do everything for the user, in a rather non-transparent way. If I can't reverse-engineer what the manager is doing, then I can't recover from failures.

 

I will front up for guinea pig duty...

Edited by croc123
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  On 5/12/2017 at 6:39 AM, Tannin42 said:

 

In response to post #50015817.

 

 

 

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Profiles: yes

reorder mods: yes with a but: The mechanism how you reorder mods is different from MO. I believe it's more powerful and easier to use in the long run but it's different so there will be an adjustment period for users. I'm excited to see if people will love it or hate it. :wink:

 

 

Does that mean that Vortex will still allow me to see all the conflicting files in its GUI and reshuffle mods/hide files?

 

 

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In response to post #50022052. #50023972 is also a reply to the same post.


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A vortex rotates around an axis, though ;)
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In response to post #50022052. #50023972, #50027932 are all replies on the same post.


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I like that the Vortex will be sucking a mass of mods from the Nexus down to our devices and allowing us to dip our hands into that swirling mess to use what we want when we want.

Hopefully without also getting dragged in...
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In response to post #50022052. #50023972, #50027932, #50028447 are all replies on the same post.


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If it's anything like getting dragged into the Matrix, I'm all for it!
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In response to post #50022052. #50023972, #50027932, #50028447, #50029147 are all replies on the same post.


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Good luck with not getting dragged in...
For me that will be next to impossible :D
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I agree with some other commenters in that the name Vortex is not that great. It doesn't really mean anything in this context. However, I also understand the reasoning behind not naming this program NMM2 or anything with 'Mod Manager' in the name. I don't think you can really get a single-word name that captures the range of functions you hope for this program to have in the future.

 

Maybe something along the lines of "Nexus Point"? A 'Nexus' refers to a location at which multiple paths converge, so that captures the idea of having multiple functions and features contained in a single program. 'Point' because this program is that location. Just a suggestion.

 

Thanks for the awesome work, Nexus team.

 

Regards,

SalvationKing0.

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