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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 #50135442. #50140607, #50170477 are all replies on the same post.


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A mod manager should not have access to the root folder, no discussion. If Vortex has that the chance of even more user blunders is increased too much. If you know how to install the modding utilities needed to make your game function correctly you shouldn't be needed a manager to deal with them.
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In response to post #50135442. #50140607, #50170477, #50170702 are all replies on the same post.


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My opinion: Anything that must be installed in root directory should be placed there manually and not using any mod manager, let alone a mod manager with virtualisation. SKSE virtualized? No, thank you. Also, anything like that would make Vortex another candidate for bashing by mod authors, just like MO. A mainstream mod manager strongly unsupported by number of mod authors (and especially the utility authors)... Edited by J.O.D.
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In response to post #50135442. #50140607, #50170477, #50170702, #50173447 are all replies on the same post.


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I would love this, disagree with the two above, pretty sure it will reduce user error tbh with download with manager it gives users a one click solution, maybe require mod authors to pack files in a folder named root or a simpler solution would be to add an option on nexus files page when mod authors upload to choose whenever you want vortex to place files in data (default) or root folder and then just have a different link that vortex recognises, also would prevent other managers wrongly installing root stuff in data directory.
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In response to post #50017357. #50023137, #50023837, #50026827, #50032642, #50058787 are all replies on the same post.


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Thanks Tannin42 ... got a couple of more questions :
1 - Right now, if we reinstall Skyrim, we must clean the .esm skyrim files and double-clean Dawnguard and manually remove a couple of cells inside to make it work as it should and avoid CTD, my question is, with Vortex, will we have to do this also or not ?
2 - Some mod creators suggest to place their mods in a specific load order to avoid CTD and conflict with other mods, so, how Vortex will handle this part or how will we handle this part to be more clear ? Will it a matter how order the mod is place at, based on the mod creator suggestion ? How Vortex will know which mod to load first into the game ? Right now, it is a pain in the a... to do this and figure it out. For those that have been modding for a very long time and are programmers, this should be piece of cake but the majority of us are not in that level, so how friendly will be Vortex with the "rookie" community which I belong to?

Thanks
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In response to post #50017357. #50023137, #50023837, #50026827, #50032642, #50058787, #50174632 are all replies on the same post.


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@Pabulum:
Based on this thread:
1) xEdit will not be incorporated, unless someone will make a plugin for it in the future
2) Loot - it's included API will do the sorting just like MO; however, you could just run the LOOT from its standalone installation Edited by J.O.D.
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In response to post #50135442. #50140607, #50170477, #50170702, #50173447, #50174202 are all replies on the same post.


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I think this could be a good thing, as long as it's purpose (switching between enbs, basically) is made explicitly clear. You wouldn't want to use it for SKSE (since SKSE is basically just better than vanilla) or your enblocal.ini, since that file is system-specific if you set it up right. Lots of files it wouldn't be suitable for, actually.
Also, I do agree with Ethreon to an extent. Managers have always just dealt with the data folder, and suddenly changing that could open the program up to lots of hate. This would have to be an opt-in feature if it existed at all.
What I imagine will happen is that someone will write an enb manager extension, and if you want it, you can install it.
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In response to post #50135442. #50140607, #50170477, #50170702, #50173447, #50174202, #50177812 are all replies on the same post.


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You're all not thinking clearly, this is a Mod Manager for all games, not just the Bethesda ones, as such to do that job correctly, for every game/engine, it must be able to install mods whereever they need to go, it can't cater for just type like ENB's.

The MO approach is the correct one, if a better tool already exists, get that tool to work with the manager. Good ENB Managers allready exist, Vortex should work with them, not remake them, especially in a Multi-game/engine manager

Tannin's response to the Backup question, of use a backup solution that can manage links, raises the biggest problem I've found when using NMM's Sym/Hard Link system.

Most, if not all 3rd party mod tools, (like Bodyslide, FNIS, xEdit, etc) also don't handle links correctly. Every tool I used. put new, and modified files directly in the Data folder, not as links, breaking all existing links, and negating any NMM management, for those files, which relies on those links, to switch profiles.

MO's virtual file system did handle, these 3rd party tools correctly (eventually), but it took a lot of testing to get it there, and sometimes needed user intervantion.
Mo's Overwrite Mod is this fail safe system, and it's the thing, most new users had problems with.

this is the only problem with using Sym/Hard Links as the means of Virtual Management, but it needs fixing, or like NMM, it becomes useless at multi-profile management, if any 3rd party tool is used with it.

Single profile games do work with NMM, as long as that profile is the only one used.
Swtch, even to an empty profile, and all the files added by other tools, remain in the data/mod folder.

Vortex must be able to mamage, 3rd party, files correctly, and intercept the added, changed files, creating links, and putting the originals in the isolated mod folders.

It's a difficult task with MO, and it's only does it for TES4, TES5, F3, and FNV, which have the same basic 32-bit engine. Vortex will have to do this, as the 3rd party tools are unlikely to do so, especially the older tools.

That's always the big sticking point, to work with all games, it can only be a basic manager. In my opinion, the best manager for any game/engine, is designed for only that task. I simply don't believe, you can have an advanced, and generic manager.

It must be a Jack of all games, but master of none. Advanced mod management, requires the tool be Master of one game/engine, and it then becomes unusable for the rest.
I'll stick to choosing a manager on a game by game basis, as it gives me the best for them all. If you want, a one size fits all tool, use Vortex, but don't expect advanced game specific featuires, beyobd the Bethesda Game Studios titles, that Nexus relies on. Edited by UhuruNUru
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