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An update on Vortex development


Dark0ne

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In response to post #55117013. #55141193 is also a reply to the same post.


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He isn't continuing work on MO2.

If you want to update MO2 then do it yourself.
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In response to post #55086788. #55131908, #55143333 are all replies on the same post.


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is it package-able? By that I mean can it build without internet access aganst the distros native packages and without any nonfree plugins or codecs?

Also if you do package it for linux consider flatpak, works on all major distros, one click install for gnome and kde users, also quite secure and integrates with namespaces and seLinux. Edited by barcharcraz
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In response to post #55146708.


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I’d like to see it too (I’m imagining a purple version of the current logo with a dark swirly thing in in the middle that looks sort of like the Null Space portal in Sonic Forces (contains spoilers if you decide to look it up)).
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In response to post #55150883.


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Vortex does profiles. NMM does too, but it's really bad at it.
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Really looking forward to this! With a little luck SKSE64 will be out at roughly the same time as Vortex. Have been holding back on playing Skyrim SE until SKSE is done so I can play with the mods I want, would be awesome if I can try out the Vortex at the same time! ^^ I also hope there is an awesome profile setup for each game in Vortex so u can easily try out some crazy mod combos without screwing up ur entire game! ^^

 

Btw the new look of the site is awesome, thanks for all your hard work on Vortex and the site in general! :D

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As a NMM user I still have concerns on the virtual install implementation of the upcoming vortex mod manager. NMM has a tendency to store files from uninstalled data files, and attempt to re-implement them back into the game. As an example, 1 mod is deleted and replaced by another. When installing the newer mod the text box comes up saying "xxxxxxxxx already installed by xxxxxxx virtual install, do you wish to overwrite". Most of my changes I make in the game are because of conflicts of scripting, two mods attempting to utilize the same script simultaneously so one has to go. It is obvious that much effort is going into the creation of Vortex so perhaps my concern is unwarranted. Good luck on continued development and thank all of you for this project.
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In response to post #55167168.


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For advanced modding the virtual system is totally broken, and I hope Tannin is aware of NMM inadequate functionality in this regard, as it's something MO has no trouble with.

Put simply NMM requires 100% control of your mods, with no 3rd party tool file creation.
Any 3rd party tools (like Bodyslide, FNIS, etc.),that adds or changes Data Folder files. They are not Virtualised, and NMM doesn't have any control over them.
Only what NMM creates does it manage, and I'm not even convinced it doeas that right.
These are files it will never manage, doesn't remove, with the mod and they become permenant additions to the Vanilla games files. Even if the mod that needed them is gone.

I'm not convinced any "Jack of All Games/Engines", can be a good advanced manager.
The need to work in the same basic way for all games, is in direct conflict with an advanced managers need to work with the specific design of one Game/Engine.

As an advanced mod user, for many games. The only managers that fit my requirements are those that "Master one Game/Engine".

Don't get me wrong there's nothing wrong with NMM, if all you want is basic mod management, within one game folder, but only if you just use NMM for downloading a few basic mods, and aren't getting your hands dirty in the files.

NMM is an actual basic Mod Manager, and can manage mixed file modding, as well as Mod Isolation (like XCOM 2, Witcher 3, etc.). Unlike Steam Workshop, which pretends to do basic mod management, by restricting the allowed mods to just basic ones, mostly prepacked in a single file, and only downloads them to a folder.

When you start using mods that need to go outside that basicone folder system (like Data, Mods, etc), or need 3rd Party tools, is when you need a dedicated "Master of one Game/Engine" manager.

The biggest downside to NMM, is it has discouraged them from ever being started as a basic manager, and then evolving to become more advanced.
Until last month, no advanced manger existed for Witcher 3, because NMM did the basics, an earlier attempt, gave up due to this fact,
Then on 30th Sept this was uploaded to the Nexus.
The Witcher 3 Mod Manager by stefan3372

Right from that first release, it became the advanced manager for Witcher 3. Simply because it takes accoumnt of the needs of those advanced mods that install files outside the Mods folder.

Like MO, it also takes advantage of 3rd party tools for what they already do best, and makes sure their end results are managed correctly, unlike NMM.

If anybody can do Multi-game advanced management, in one manager, I'd back Tannin.
I'm just not convinced it can ever be adequately be done.
I don't see how the time, and dedication each Game/Engine requires, can be provided by such a small team, tasked with working on "All Games".
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