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An update on Vortex development


Dark0ne

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In response to post #54935243. #54935523, #54947223, #54947753, #54954958, #54955858, #54958068 are all replies on the same post.


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Maybe NMM isn't a site you should be visiting then. It appears you did not even read the entire news post, highly doubt you have bothered to ever read any of them.

These things take time, we have received updates as the team felt they had something worth saying and everything has been explained in detail in the news posts.
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Geez guys, Vortex isn't even released in it's Alpha-State and the amount of users knowing best is hitting the roof.

 

We know pretty much nothing about Vortex, we don't know if it will be a virtual folder like in MO or if it will dump all mods in Data/.

We don't know anything about it's compatibility with NMM and if the data can be migrated. Heck, we don't even know if this was ever a discussion in the development team of Vortex. So hold your horses until a release of Vortex and then you can start whining, complaining or even much better, offer some constructive critic with which the developers can actually work.

 

I personally like following features of MO and hope they will be available in Vortex:

1. Virtual Folder. if i close MO i have a squeaky clean Data folder and could start a game completely without Mods if i want. it is the fastest "Out-of-the-box".

2. Each mod is isolated from all other mods.

3. That archives and plugins are seperated from each other. I can put a plugin at index 01 and the archive at index 254 if i please. This solves many issues with conflicting files.

 

If these features are present in Vortex, i will be happy already. If not it would be sad, however i am quite capable to also mod the living hell out of the game without any mod-manager. it is just not as comfortable.

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In response to post #54979568.


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Just because you may get to see a filename in your Data folder doesn't mean that your mod manger is dumping that file there. It may be a symbolic link which can be easily purged, leaving the original file intact. The original file may be well organized in its own separate folder, outside of Data.

The problem with a so-called "clean" Data folder is that your mod's author cannot support you if he needs to see and analyze what the game sees.
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In response to post #54959113. #54959528, #54959868, #54960743, #54961303, #54963573, #54963743, #54970663 are all replies on the same post.


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"A variety of users dislike MO users due to the smug superiority they deploy. If clean data folder (what an idea..) is not needed, MO loses most of its edge."

Folks prefer MO to NMM for many reasons, the virtual data setup is not the only thing that makes it a better choice for them.

Some folks just prefer to work with what they know, others found MO unapproachable or seemingly complicated. And migrating to a new mod manager when you have a big setup isn't the most inviting experience.

People not liking other people is hardly a basis for judgement on the relative merits of one tool over another. Best we keep that sort of tribalist nonsense out of the discussion.
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Honestly, I will reserve my judgement for when I have the actual program in my hands...

But unless I misunderstood, it checks at least one of my requirements:

 

Easily return to a clean state without having to click an hundred time. I don't really care about the fact I won't have a clean folder or not in any other time. The idea is if I mess up I can go back to a pristine install without delete/redownload.

 

As for my second, the most important to me and the reason I use MO rather than nmm is the ease to change the load order for the mods ressources. Want an older mod to take precedence over the other? You don't have to uninstall both and reinstall giving hell to your files in the process.... You just drag the mod up or down and the stuff just works it's magic the next time you launch it.

But in the end, setting your order and clicking a "generate folder" button would be a good middle ground. Because if each time we move a mod we have to wait for the whole things to be re-created it will be hell unless it's really fast even with a large number of mod.

 

Those are my important points for a mod manager.

 

As for the rest in all honesty, it really come down to testing the program itself. NMM took time to get used to, as did MO, and as will vortex.

 

That said, for those who don't want vortex, le presidente and a small team are still working on MO and a release will happen soonish if the discord is to be believed...

https://github.com/LePresidente/modorganizer (hope no one will mind I put the link here)

 

So it's not like there is a reason to fight over the features anyway. Well as long as nexusmods keep the api to their site open, there is another option.

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In response to post #54935243. #54935523, #54947223, #54947753, #54954958, #54955858, #54958068, #54976953 are all replies on the same post.


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@ Balx2

Oh really then when you have all the information please tell me how will new mod manager function or look like?
How will you activate and install mods and where?
Will it be just one button on the left like NMM, will there be check mark to easily deactivate it like in MO?
Will Vortex have that annoying web page window loading every time you click on any mod like in NMM or will it have nice and clean interface like MO that actually lets you do something with that mod?
Will it be huge UI with few buttons and useless mod categories like NMM or will it let you actualy see important things like mod order and load order like in MO?
How will mod creators work with Vortex? Will they run 3rd party tools from Vortex or outside?

Go ahead i have time.
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In response to post #54935243. #54935523, #54947223, #54947753, #54954958, #54955858, #54958068, #54976953, #54985023 are all replies on the same post.


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Your complaint is odd. Honestly, it feels like you're just disappointed Tannin didn't finish MO2 and are trying to lash out and be deceptively destructive of this project.

Your questions are logical, but missing a critical point: software development is hard enough by yourself, but exponentially compounded in difficulty by every additional voice you add to the mix.

So they have Tannin, Dark0ne, the team, and 30 people looking at it. That means if person number 28 has an idea of how something could look/be better, and they voice it, they then have to query 30+ other people on if they agree or disagree. Let's say 25% of them agree, does that mean it should change? Is it majority rule? Does Tannin have the final say? Does Dark0ne?

Why on Earth do you think they'd want to open that process up to thousands of people before they've even decided in house, for sure, what they want to do? In this update Dark0ne specifically pointed out that they aren't even finalized. They're close, but close is meaningless in development. You never know what will happen next.

Again, your questions are logical, but you don't deserve to ask them. You're not paying for this product. You are not a client. You're just some lucky guy that gets to have all this free stuff plopped in their lap for nothing.

If it takes 2 months or 2 years, whatever gets made has nothing to do with your opinion or entitled demands for information. You want your own mod managing software? Learn to code and make it yourself, and stop pestering the people who are actually doing the work with your whining.
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In response to post #54935243. #54935523, #54947223, #54947753, #54954958, #54955858, #54958068, #54976953, #54985023, #54987183 are all replies on the same post.


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>how was Tannin able to build fully functional mod organizer in such a short time when he was working all alone
*checks initial commits on github*
*2013*
hmm.jpg

i'd've agreed upon your point on showing a few sneak peeks regarding to Vortex, but it's completely optional for whether developers wanting to show it or not. software development works internally, even if it's "agile" enough only selected users shall provide the initial feedback to how a software should or shouldn't work during the development cycle. Tannin has enough credits -- you're completely disregarding the whole development team. @cyrusmagnus describes you well -- entitled individual who doesn't know how real software engineering works, but i can tell it looks as real as people who have spent so much time developing COMMUNITY software whilst getting lashed by take-for-granted users who insistently demand things even before release because we can already see it here. Edited by calscks
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I like how all people can do is complain about stupid things... Who cares how long it takes to make the software, as long as it works the way i need it to idk.
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