HadToRegister Posted September 27, 2018 Share Posted September 27, 2018 There needs to be a third option for the screen that randomly pops up asking to SAVE or REVERT a changed file.Saving makes the file permanent, Reverting changes the file back to what it was, but there needs to be an "Ignore" option, to leave the file as-is.I finally got my HUD set up in FONV through a bunch of trial and error, and I noticed there was an update for an FVSE mod, looking at the mod and seeing that it didn't have any xml files that could mess up my hud, I decided to download and update the FVSE mod.While doing that Vortex popped up a notice (belatedly) that another mod had one of it's file changed (around and hour or two ago) and would I like to SAVE the change and make it permanent (which would prevent another dynamic HUD managing mod (UIO) from changing it), or would I like to Revert.Since a third option wasn't there, to just 'let the file alone', I chose "Revert' because I was under the impression that the mod I was installing had somehow caused Vortex to change an unrelated file.Now my hud is back to square one, and I've got to start over again.Especially since the option to SAVE or REVERT doesn't pop up when a file is actually changed, but pops up when installing or uninstalling a completely unrelated file.That makes it difficult to remember when and to what the change happened. Link to comment Share on other sites More sharing options...
Olivir2019 Posted September 27, 2018 Share Posted September 27, 2018 The popup always shows when deploying mods, as this is the only time when Vortex is testing the links to files. Also, you have to be aware, what you did and where, if in Data folder, or in Mods folder. Ignoring is simply bad idea, as that would leave the links destroyed forever, asking on deployment again and again. Ignoring is not a solution. EDIT: Destroyed is wrong, Damaged is probably better, as the link exists, only the linked files are out of sync. Link to comment Share on other sites More sharing options...
Zanderat Posted September 27, 2018 Share Posted September 27, 2018 I am confused. Isn't "ignore" the same as "save"? Link to comment Share on other sites More sharing options...
Tannin42 Posted September 27, 2018 Share Posted September 27, 2018 As J.O.D. said, the dialog shows up during deployment. If you're worried you might forget about a change, just click "Deploy" after you've done something that you know affects Vortex-managed mods with an external application. An ignore option isn't possible - after deployment the mods and deployed files need to be in sync so I can reliably detect future changes. Link to comment Share on other sites More sharing options...
HadToRegister Posted September 27, 2018 Author Share Posted September 27, 2018 The Restore/Save dialog pops up because I'm using UIO, an NVSE plugin that automatically compiles Hud mods into a working Hud, but Vortex keeps on undoing it, by either Saving the Changes to the NVSE plugin cannot do it's job anymore, or it keeps undoing what the plugin has already done. Well, then I wish there was an option to "Save State", as kind of a "Restore Point" that you can have Vortex revert to when you get to certain points arranging your load order.EX: Finally got the hud working, let's set a restore point so if anything gets changed in the future, the load order can be reverted to that point.That would be convenient, and would've saved me a lot of time, if when something went pear-shaped, I could just use the "Restore Point" to return to the point before everything went to hell. Link to comment Share on other sites More sharing options...
UrizenDe Posted September 27, 2018 Share Posted September 27, 2018 EX: Finally got the hud working, let's set a restore point so if anything gets changed in the future, the load order can be reverted to that point. Eh, if it´s just the loadorder, you can restore that by using a savegame. Link to comment Share on other sites More sharing options...
HadToRegister Posted September 27, 2018 Author Share Posted September 27, 2018 EX: Finally got the hud working, let's set a restore point so if anything gets changed in the future, the load order can be reverted to that point.Eh, if it´s just the loadorder, you can restore that by using a savegame. That's fine if you use Vortex to manage your save games.I don't And No, this isn't "just a load order", this is getting DarnUI to work, with oHud, or aHUD and iHud, MCM, and Primary Needs HUd with Project Nevada, Radar, QuickTrade, Adv Recon, UIO etc, which requires a lot of file overwriting, messing with which mod loads before or after several other mods etc etc. It's not something you can just restore and you're good to go. Link to comment Share on other sites More sharing options...
Tannin42 Posted September 28, 2018 Share Posted September 28, 2018 The Restore/Save dialog pops up because I'm using UIO, an NVSE plugin that automatically compiles Hud mods into a working Hud, but Vortex keeps on undoing it, by either Saving the Changes to the NVSE plugin cannot do it's job anymore, or it keeps undoing what the plugin has already done.There are two options in the "External Changes" dialog, one transfer changes from game directory to mod, one transfers changes from mod to game directory.If your changes were undone, you selected the wrong option. The solution is: select the right option. You don't need a third one. Well, then I wish there was an option to "Save State", as kind of a "Restore Point" that you can have Vortex revert to when you get to certain points arranging your load order.EX: Finally got the hud working, let's set a restore point so if anything gets changed in the future, the load order can be reverted to that point.That would be convenient, and would've saved me a lot of time, if when something went pear-shaped, I could just use the "Restore Point" to return to the point before everything went to hell. We're talking about mods that change/replace files inside your mod. To create a restore point that allows you to undo these changes, Vortex would have to create a complete copy of all your files, probably tens of gigabytes and a copy operation that can easily take half an hour (depending on disk speed). I honestly think it would be far easier and quicker to read the two lines of text in the External Changes dialog so you don't actually undo your changes.Besides, you can just reinstall the mods if that's necessary, that too would be way quicker than a full restore point. That's fine if you use Vortex to manage your save games. That has nothing to do with it. Vortex shows your savegames on one screen, that has nothing to do with any features that you may or may not have enabled. From that screen you can restore the load order used in that save game. Link to comment Share on other sites More sharing options...
Rattledagger Posted September 28, 2018 Share Posted September 28, 2018 1: There are two options in the "External Changes" dialog, one transfer changes from game directory to mod, one transfers changes from mod to game directory.If your changes were undone, you selected the wrong option. The solution is: select the right option. You don't need a third one. 2: We're talking about mods that change/replace files inside your mod. To create a restore point that allows you to undo these changes, Vortex would have to create a complete copy of all your files, probably tens of gigabytes and a copy operation that can easily take half an hour (depending on disk speed). I honestly think it would be far easier and quicker to read the two lines of text in the External Changes dialog so you don't actually undo your changes.Besides, you can just reinstall the mods if that's necessary, that too would be way quicker than a full restore point. 1: Actually we need a third option, the "create new mod of the externally changed files". By creating a new mod you won't contaminate the original mod-files with whatever you've generated with an external tool meaning you don't need to re-install the mod to get back the original mod files. Since the changed files is put into a new mod, these changed files is kept even if re-install the original mod and you can use changed files for one profile and not another profile. 2: By uninstalling the mod you just lost all the loose file overwrite-rules to other mods you created for this mod. Link to comment Share on other sites More sharing options...
Cammy2500 Posted January 23, 2019 Share Posted January 23, 2019 1: Actually we need a third option, the "create new mod of the externally changed files". I second this. When I saved some manually altered files, I did not expect it to pollute the mods currently modifying those. Having manual modifications shunted to on-the-fly mods, or maybe just one "manual adjustments" mod, would be preferable. Link to comment Share on other sites More sharing options...
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