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An update on Vortex development


Dark0ne

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In response to post #55328713.


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i personally prefer, that vortex dont have any import from nmm / mo - simple external tool, that will convert nmm data into vortex data would do the trick...
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In response to post #54934853.


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i created simple cmd tool, thats search for all files inside MO2 mods directory, merges them into single dictionary (file path -> 'winning' mod name - based on modlist.txt), compares that dictionary agains previous one (if any) and uses that diff to update hard links inside fallout 4 data directory ...

im thinking, that switching profiles would mean loading old and new profile file dictionary (file path -> 'winning' mod name), compare them and update game data links accordingly - witch will take more time more your profiless differentiates, but im guessing u dont switch profile every time u wanna start game ...

also i no longer need to start MO2 to start modded game, witch got me thinking, that vortex dont need to be 64bit to mod 64bit game - it only needs to understand game data structure, no need to actually start the game itself (specially if it uses filesystem supported links, that are not created on the fly like VSF does it)

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In response to post #56028266. #56029941, #56037291, #56037296, #56037301, #56037306, #56037311, #56041476, #56088041 are all replies on the same post.


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I understand exactly what you mean by "modpacks," basically what steam workshop does. From my understanding the tech can do that with Nexus and Vortex.
But I believe what they are saying in their rude way is that feature would 1. be against the rulebook/terms and conditions of Nexus and 2. would possibly infringe on Steams territory as a third party distributor thus risking steam taking action against Nexus as they have a gentlemen's agreement to stay to each others side of the gaming sandbox.
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In response to post #56028336. #56040656, #56055571, #56065816 are all replies on the same post.


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I just run Tale of Two Wastelands. The NV engine is more stable.
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In response to post #56063171.


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Your playlist still requires working out on it. You need to make patches yourself, specially for all the weapon and armour stuff. This would be best served as a "cue to download" with a play button which could be done on your phone when you're at work or away, and once home you can just start installing the downloaded mods. As I said, I'm sure in the end someone can make what you want since you can add modules to Vortex.
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  On 12/26/2017 at 10:56 AM, Ethreon said:

 

In response to post #56063171.

 

 

 

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Your playlist still requires working out on it. You need to make patches yourself, specially for all the weapon and armour stuff. This would be best served as a "cue to download" with a play button which could be done on your phone when you're at work or away, and once home you can just start installing the downloaded mods. As I said, I'm sure in the end someone can make what you want since you can add modules to Vortex.

 

 

Hey, I don't want it :) Just reasonably sure that there's a demand for it.

The wisdom of such packs is an entirely separate consideration to "can it be done?" though, I think. Personally I wouldn't use a full list of mods suggested by someone else in a one-click-and-play model because I like to check out, thoroughly, each mod I'm using in a play through.

 

As I was sitting back thinking about it, I came up with a scenario, a really common one, that could easily make such lists virtually worthless (certainly very unpredictable): mods with domod/bain installers. It'd be easy enough to throw together a list of simple mods, including their associated patch files, and a load order for them, but once we consider mods that are configure during install, it gets hairy. I mean you could do a quick list (for instance) of a UNP bodmod, and some basic armours that are UNP ready, but what if you then added some texture pack that has dozens of options, or an armour pack that includes half a dozen different body types. Just wouldn't work. I've no doubt someone will give this a go once they're got an API to work with, but for my thinking it'll be scripted mod installers that bring it undone as a concept.

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  On 12/18/2017 at 1:17 AM, mcdanielskh said:

 

In response to post #56027081.

 

 

 

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Sure, I agree. Anything to keep/ or return the data folder to "Stock" just makes good Sense. I would like to believe that they are pursuing this effort in Vortex is some manner maybe like what you suggested. Like you, I don't know a lot about links or how they are going to use or not use them. I just hope its better then NMM was.

 

 

Given who is working on it, I'm tempted to say that Vortex being better than NMM is a given. :) I've been a developer on large teams long enough, however, to know that it's not just one person that makes or breaks an app.

 

My hopes remain high, though, and will until something comes along to make me change my mind.

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  On 11/3/2017 at 4:38 PM, seancdaug said:

 

  On 11/3/2017 at 2:42 PM, ousnius said:

 

You're saying you're switching profiles all the time, but these are all things that are still possible (just as easily and quickly) as with NMM or MO.

 

I'm sorry, but this is just flatly untrue. Creating links isn't a particularly time consuming process, but it isn't, and pretty much cannot be, as fast as MO's VFS. If you're talking about creating a dozen or two links, the chances of anyone actually noticing are close to nil. But, at the moment, my Fallout 4 data directory contains around 150,000 files. Even an optimized process to scan the directory structure and create the needed links is going to be noticeably slow. Not hours, of course, but minutes is certainly reasonable. If I were still actively working on mods, and still in the habit of switching Mod Organizer profiles regularly, that would be plenty long enough to be a significant irritation.

 

I understand the benefits of Vortex's approach, I really do. But the PR here seem to be either misunderstanding or misrepresenting the trade-offs. When Vortex comes out, if people have been promised something that works "just as easily and quickly" in all things, they are going to be seriously disappointed to find out its not true. And I say this as someone who is likely going to switch over to Vortex when the time comes. I'm not averse to making certain trade-offs, I'd just rather everyone be more upfront about the fact that those trade-offs are going to exist.

 

 

Your point about trade-offs is well taken; I agree with it entirely as a general rule. However, I don't think it's going to be as big a difference, even for large mod setups such as yours, as you fear. The vast majority of the "heavy lifting" of creating profiles and links to individual files, and updating whatever the game uses for "load order" data, will likely be done by Vortex itself interactively with the user, as they add mods and adjust overrides and conflicts. Since those will involve only a few files at a time, the time spent manipulating the links will be negligible, and mostly unnoticeable to the user. If done the way I think is likely, i.e. a directory for each profile, which is filled with links to individual mod files, then switching profiles is a matter of changing one junction (aka "link"), the one the game sees as it's "data" folder, to point to one of the profile folders. That operation should be as close to instantaneous as it's possible to get; it certainly won't be noticeable to the user. Since each profile folder would contain the links to actual files, it seems likely to me that the game is going to have to traverse only two links, the one for the "data" directory, and the one for the individual file. In Windows 10, this is still going to be fast enough that people won't notice it.

 

For games that don't use something analogous to Bethesda's "data" folder, it might be more complex, but I can't imagine that it will be necessary to have links much beyond two or three levels even for those.

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