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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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Well then...from a programming perspective, I can understand how virtualization would simplify things and make it easier to create the universal translator of modding for all games on Nexus. From a Skyrim modder only perspective, all I care about is the freedom to mod Skyrim the way I want!

 

When I first began modding Oblivion, I used to just install mods, not really understanding how one mod may affect the other. In time, I started extracting the mod archives, combining and replacing what I wanted. For example, Gamwich has a ton of great mods, but I got sick of installing them all individually. So I combined them into one mod archive, click-click-click, done! This is how I learned what all these file types actually do and how they interact. Then I started doing this for other mod authors and mod types. It's convenient to install 300 armor mods from one archive!

 

So I guess you could say that it is pretty important to me that I be able to maintain my custom mod archives. Mod Organizer always shows that I have only 200 to 300 mods installed. In reality, it's an insane number of mods though.

 

I also keep a backup of the entire Skyrim folder, with clean esm's, tweaked ini's, Mod Organizer, SKSE, Crash Fixes, ENB, LOOT, TES5Edit, Wrye Bash, DynDOLOD, and PoserDataGen already installed in MO or sitting in the Skyrim folder, tweaked, and ready to rock.

 

So if I find it necessary or desirable to re-mod from scratch...I just delete the 3 Skyrim folders and then copy and paste the already-tweaked folders right back into the Steam folder, etc. Been doing this for years and it saves a considerable amount of time. I start modding with USLEEP because of the frequent updates. I occasionally update the utilities and swap out my ENB and DOF...never had issues from from using this foundation method.

 

So I don't know what virtualization might potentially mean, as far as my custom style of modding is concerned, but I will definitely give it a shot. Hopefully I gave noob modders some crazy ideas with this post!

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I don't know if this has been asked before, but here goes,..

 

Does this mean that a Vortex-made modded, say, Skyrim can run without launching it through vortex. What I mean to say is, will one be able to share one's custom Skyrim with a friend, by giving said friend a copy of one's Skyrim folder, and that friend would be able to run it by starting skse without the need for them to install or use vortex?

 

please forgive one for one's language.

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In response to post #50032012.


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please note that I am not referring to piracy, but the act of sharing a modded Skyrim with a newb friend :P
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In response to post #50017357. #50023137, #50023837, #50026827 are all replies on the same post.


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2) Will this solution be similar to that of MO's sort feature? The reason I ask is because you couldn't create any sort of meta rules with the sort feature alone, thus you were still required to have LOOT for any medium to heavily modded game unless you locked the plugins into place which wasn't the best solution for ease of management.
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In response to post #50032012. #50032057 is also a reply to the same post.


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you specifically sharing just your (mod) data folders? probably not- if I understand this correctly, what's placed in your Skyrim directories are not the actual mod files, which are stored elsewhere. You'd have to share both your Data folders and your mod folders, and hope that the paths to the mod folders are identical on both machines.
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I'd be interested to know this as well. MO's handling of FOMODs was far superior to NMM, imo. Having written dozens of FOMODs it was always NMM that was the pain in my backside. Not to mention that MO used the code more fully and accurately than NMM due to the work of ThosRTanner.
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