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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 #50032012. #50032057, #50032732, #50052427, #50054092 are all replies on the same post.


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@TechAngel85 oh my everloving frak... Skyrim Modpacks?!? hell to the yes, my god... modded Minecraft better step up their game, if that ever comes true. :) Edited by TerminusVitae
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In response to post #50032012. #50032057, #50032732, #50052427, #50054092, #50054512 are all replies on the same post.


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Here's the news article discussing it: http://www.nexusmods.com/skyrim/news/12569/?

As I mentioned, it just sort of died, so I don't know if they ever figured it out. Edited by TechAngel85
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In response to post #50017357. #50023137, #50023837, #50026827, #50032642 are all replies on the same post.


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Vortex allows you to edit the loot userlist directly from the ui, this way you can customise the sorting.
Also, the sorting happens in the background so the UI doesn't lock while sorting happens. Apart from that it's similar to MO.
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In response to post #50047712.


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Yes, you can add buttons for additional tools
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Vortex uses more or less the same code for reading scripted&xml installers as NMM. This is the only part of NMM we re-use. The assumption was that all mods on nexusmods were probably tested against NMM so we'd get the best compatibility this way.
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In response to post #50031637. #50032802, #50039597, #50040132, #50040682, #50041942, #50058997 are all replies on the same post.


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That's probably the best answer I could hope for. Thank you.
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In response to post #49977347. #49977612, #49977627, #49977747, #49977772, #49978322, #49978412, #49978502, #49978607, #49978752, #49978832, #49978967, #49979042, #49980232, #49980267, #50066187 are all replies on the same post.


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What is being forced? Either use it or don't. That's your choice. If you like NMM and don't like Vortex once it's released, then there is nothing saying you can't still use NMM. Tannin even mentioned above they could be used together.

If you don't like virtualization, I would say that WB is better than NMM. No offense to the Nexus staff, but NMM has never been a great manager for managing a heavily modded setup. There's several reasons why STEP was never able to use it to easily manage the Guide. WB worked, though. MO worked even better. I'm personally excited to get my hands on Vortex to test its' abilities.

I refrain from passing judgement until I've actually used the software, because I have nothing to pass judgement on except words...which, when you get down to it, don't really tell us much toward usability. It's just assumption/hype/PR until the software is in hand and users get a chance to break it...*err*...I mean use it. ^_^
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In response to post #49977347. #49977612, #49977627, #49977747, #49977772, #49978322, #49978412, #49978502, #49978607, #49978752, #49978832, #49978967, #49979042, #49980232, #49980267, #50066187, #50066557 are all replies on the same post.


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"working for the people on here"
He's working for Dark.

"if they want by majority"

3-4 people voicing against is not a majority. It's also absurd to expect a software to be rewritten just cause a few cannot cope with features integrated in the code, specially when you pay nothing or contribute nothing to this software's making.
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  On 5/10/2017 at 6:23 PM, Tannin42 said:

Do you have a suggestion how this could work? It shouldn't be too hard to avoid the last step (uninstall/reinstall) with Vortex.

Say you create the file, copy it to the Vortex mod folder (which is still an ID because we have to ensure it's unique even when you install multiple versions of the same mod), Vortex can figure out that the files are the same and turn the one in the game directory into a link.

But Vortex will always need your help to determine which mod a new file belongs to, it can't guess that.

 

So we won't be able to install separate archive "mod options" for a single mod into the same mod "folder"/"item" in Vortex? That's pretty dissappointing, to say the least. I understand how you want to have unique folder names, but that significantly reduces the accessibility of the Mods folder to tinkering. Shouldn't it be the responsibility of the user to make certain a mod installs into the correct folder for their own organizational needs?

 

At the very least, you should have an option to rename these folders and install archives into existing folders, perhaps only accessible if a user has enabled a setting.

 

EDIT: Also, how is that unique ID determined for archives that do not originate from Nexus Mods, and thus do not have a File ID associated with them? I'm guessing you use some kind of hash/PRNG and check for conflicts? I honestly just don't see the value of this layer of obfuscation within the mods folder. If you really want to have some kind of unique method of checking if a particular mod is installed by checking folder names the Nexus should add unique string IDs for mods.

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