leifyjai Posted March 29, 2018 Share Posted March 29, 2018 I just upgraded from 0.3.15 to 0.3.16, and suddenly a large percentage of my (mod) dependency rules just went away. Suddenly, had a *lot* of those red lightning bolt symbols, like somewhere between 100-200. I checked a few of the green ones, and their rules looked untouched, but the red ones were missing rules that had already been set. I immediately re-installed 0.13.5, and the dependency rules returned to normal, thankfully! Since I have almost 250 mods running on my current game (Oblivion), I decided I will not be upgrading to 0.3.16, if it means having to re-establish all those dependency rules again, for basically no reason. Link to comment Share on other sites More sharing options...
HadToRegister Posted March 29, 2018 Share Posted March 29, 2018 I wonder if it's possible to add something where you could export the load order and mod rules Link to comment Share on other sites More sharing options...
UDeletionQuality Posted March 29, 2018 Share Posted March 29, 2018 I just upgraded to 0.13.6 and now I can't put rules to files it's like the save button doesn't work. Link to comment Share on other sites More sharing options...
Tannin42 Posted March 29, 2018 Share Posted March 29, 2018 Sorry about that. There was a change how mod dependencies internally reference the other mod because previously it wasn't possible to set rules for some mods, depending on how they were installed.Didn't notice any problems in my own tests but apparently it now has a similar problem for a different set of mods.I have a bugfix but still need some testing. leifyjai, could you create send in a feedback and under "Attach Special File" attach your "Application State"? This will let me test if the dependencies in your setup will continue to work. Link to comment Share on other sites More sharing options...
leifyjai Posted March 30, 2018 Author Share Posted March 30, 2018 Sorry about that. There was a change how mod dependencies internally reference the other mod because previously it wasn't possible to set rules for some mods, depending on how they were installed.Didn't notice any problems in my own tests but apparently it now has a similar problem for a different set of mods.I have a bugfix but still need some testing. leifyjai, could you create send in a feedback and under "Attach Special File" attach your "Application State"? This will let me test if the dependencies in your setup will continue to work. Ok, I sent feedback with my Application state. Note, I am still running 0.13.5, since having the dependency rule issue with 0.13.6. Since you didn't specify, I assume it doesn't matter and you just need the information about my mods, independent of which version of Vortex I'm running. If you do need me to re-install 0.13.6 and re-send the application data, let me know and I will do that. Thanks for all your hard work! I am having a lot of fun putting this new mod-manager through its paces. Link to comment Share on other sites More sharing options...
leifyjai Posted March 30, 2018 Author Share Posted March 30, 2018 One thing I should mention, I have a mixed bag of mods, because it is an older game (Oblivion), some of the mods are set up to be installed with Wrye Bash, and some are .omod files, so I have mods which are installed with Vortex, some a bunch installed with Wrye Bash (BAIN), and a few that are installed with OBMM. Just in case that might be part of the problems, I thought I'd mention it. Is there any chance that Vortex will ever be able to parse older mods that use the BAIN and .omod style install scripts? Link to comment Share on other sites More sharing options...
NikVilKok Posted March 30, 2018 Share Posted March 30, 2018 For me, most mods that updated another mod, even by the same mod author, did get a red or a green lightning bolt, that can't be removed. Questions about lightning bolts in the load orderWhat's the difference between the red and green?What effect does it have upon load, if they remain? Link to comment Share on other sites More sharing options...
SkunkMonkey Posted March 30, 2018 Share Posted March 30, 2018 For me, most mods that updated another mod, even by the same mod author, did get a red or a green lightning bolt, that can't be removed. Questions about lightning bolts in the load orderWhat's the difference between the red and green?What effect does it have upon load, if they remain? Red means there is an unresolved conflict and green means there is a conflict but it has been resolved. Running the game with conflicts active means things may not appear or work as expected. If it's just textures/models, the game might run just fine, but if it's a conflict with scripts, you might have a very bad day. Link to comment Share on other sites More sharing options...
NikVilKok Posted March 30, 2018 Share Posted March 30, 2018 Thanks.However, I do get what actual conflicts can cause, but as these are false flags, I'm wondering if Vx does anything because of those false flags. Link to comment Share on other sites More sharing options...
SkunkMonkey Posted March 30, 2018 Share Posted March 30, 2018 Thanks.However, I do get what actual conflicts can cause, but as these are false flags, I'm wondering if Vx does anything because of those false flags. Those false flags are probably part of the other issues with dependencies, like the save button not working. Tannin said he made some changes that may have caused this issue so he is aware of it and I'm sure the false flags will go away in the next release. Link to comment Share on other sites More sharing options...
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