chanchan05 Posted October 25, 2018 Share Posted October 25, 2018 The only problem, is he's talking about the MOD tab, where most of the "File Conflict" messages will take place. The awesome features of the plugins tab haven't been implemented on the MODs Tab yet, but I've put in a request for them because they're super handy and powerful, and neede3d much more on the Mods tab than the plugins tab.So, unfortunately you still have to rely on dragging the line to another mod, but you CAN reduce the size of the load order by using the CONFLICT Filter or the UNSOLVED filter, (which Vortex automatically does when it reports a conflict and you click SHOW or MORE) I don't drag and drop on the mod tabs either. Just click on the red lightning button and you'll get a window with a dropdown menu for loading before or after. No need to drag anywhere or anything. Another way is also to just right click the dependencies icon, select "manage file conflicts". You'll get a popup window with a list of all files that conflicts. Beside each file is a drop down menu where you can choose which mod's file wins. Link to comment Share on other sites More sharing options...
HadToRegister Posted October 25, 2018 Share Posted October 25, 2018 The only problem, is he's talking about the MOD tab, where most of the "File Conflict" messages will take place. The awesome features of the plugins tab haven't been implemented on the MODs Tab yet, but I've put in a request for them because they're super handy and powerful, and neede3d much more on the Mods tab than the plugins tab.So, unfortunately you still have to rely on dragging the line to another mod, but you CAN reduce the size of the load order by using the CONFLICT Filter or the UNSOLVED filter, (which Vortex automatically does when it reports a conflict and you click SHOW or MORE) I don't drag and drop on the mod tabs either. Just click on the red lightning button and you'll get a window with a dropdown menu for loading before or after. No need to drag anywhere or anything. Another way is also to just right click the dependencies icon, select "manage file conflicts". You'll get a popup window with a list of all files that conflicts. Beside each file is a drop down menu where you can choose which mod's file wins. Yes, however, I think he's trying to do that with mods that aren't displaying a lightning bolt, which in that case, the only way you can sort any dependencies is by dragging.That's why I'm hoping the "Manage Rules" tool is implemented on the Mods tab, like it is on the plugins tab.It's really powerful and lets you set up rules for plugin in one window. Link to comment Share on other sites More sharing options...
chanchan05 Posted October 25, 2018 Share Posted October 25, 2018 The only problem, is he's talking about the MOD tab, where most of the "File Conflict" messages will take place. The awesome features of the plugins tab haven't been implemented on the MODs Tab yet, but I've put in a request for them because they're super handy and powerful, and neede3d much more on the Mods tab than the plugins tab.So, unfortunately you still have to rely on dragging the line to another mod, but you CAN reduce the size of the load order by using the CONFLICT Filter or the UNSOLVED filter, (which Vortex automatically does when it reports a conflict and you click SHOW or MORE) I don't drag and drop on the mod tabs either. Just click on the red lightning button and you'll get a window with a dropdown menu for loading before or after. No need to drag anywhere or anything. Another way is also to just right click the dependencies icon, select "manage file conflicts". You'll get a popup window with a list of all files that conflicts. Beside each file is a drop down menu where you can choose which mod's file wins. Yes, however, I think he's trying to do that with mods that aren't displaying a lightning bolt, which in that case, the only way you can sort any dependencies is by dragging.That's why I'm hoping the "Manage Rules" tool is implemented on the Mods tab, like it is on the plugins tab.It's really powerful and lets you set up rules for plugin in one window. In those situations I just handle it via the plugins tab. Can't really see the difference between just telling one plugin to load after another plugin as opposed to telling a mod to load after another mod. Also AFAIK, using the entire mod on dependency would be problematic if the mod adds several plugins and you want some plugins to load before, and some to load after another plugin. Anyway from what I understood he was talking about the plugins tab because "master file", Link to comment Share on other sites More sharing options...
HadToRegister Posted October 25, 2018 Share Posted October 25, 2018 In those situations I just handle it via the plugins tab. Can't really see the difference between just telling one plugin to load after another plugin as opposed to telling a mod to load after another mod. Also AFAIK, using the entire mod on dependency would be problematic if the mod adds several plugins and you want some plugins to load before, and some to load after another plugin. Anyway from what I understood he was talking about the plugins tab because "master file", There's a massive difference between a plugin load order and Mod load order. Plugin Tab only deals with the actual esps. Mods tabs deal with the priority overwrite order of Meshes, Textures in BSAs, BA2s etc. and is where you can fix textures and meshes being overridden by other mods.Want the textures of Mod A to Overwrite the Textures of MOd B? Then tell Vortex to load the MOD A Textures.BSA BEFORE MOD B -Textures BSA etc etc. telling Vortex to load MOD A.esp before MOD B.esp does nothing to the load priority of the associated BSAs files.That's why the sorting tools for the MODS tab is so important, because that, is where most of your file conflicts are going to be. Link to comment Share on other sites More sharing options...
chanchan05 Posted October 25, 2018 Share Posted October 25, 2018 In those situations I just handle it via the plugins tab. Can't really see the difference between just telling one plugin to load after another plugin as opposed to telling a mod to load after another mod. Also AFAIK, using the entire mod on dependency would be problematic if the mod adds several plugins and you want some plugins to load before, and some to load after another plugin. Anyway from what I understood he was talking about the plugins tab because "master file", There's a massive difference between a plugin load order and Mod load order. Plugin Tab only deals with the actual esps. Mods tabs deal with the priority overwrite order of Meshes, Textures in BSAs, BA2s etc. and is where you can fix textures and meshes being overridden by other mods.Want the textures of Mod A to Overwrite the Textures of MOd B? Then tell Vortex to load the MOD A Textures.BSA BEFORE MOD B -Textures BSA etc etc. telling Vortex to load MOD A.esp before MOD B.esp does nothing to the load priority of the associated BSAs files.That's why the sorting tools for the MODS tab is so important, because that, is where most of your file conflicts are going to be. Except if there are textures that need to be overwritten because they are conflicting, the red lightning bolt appears, and is managed accordingly. Seems rather weird to set a rule for a mod that doesn't touch anything on another mod. Link to comment Share on other sites More sharing options...
HadToRegister Posted October 25, 2018 Share Posted October 25, 2018 In those situations I just handle it via the plugins tab. Can't really see the difference between just telling one plugin to load after another plugin as opposed to telling a mod to load after another mod. Also AFAIK, using the entire mod on dependency would be problematic if the mod adds several plugins and you want some plugins to load before, and some to load after another plugin. Anyway from what I understood he was talking about the plugins tab because "master file", There's a massive difference between a plugin load order and Mod load order. Plugin Tab only deals with the actual esps. Mods tabs deal with the priority overwrite order of Meshes, Textures in BSAs, BA2s etc. and is where you can fix textures and meshes being overridden by other mods.Want the textures of Mod A to Overwrite the Textures of MOd B? Then tell Vortex to load the MOD A Textures.BSA BEFORE MOD B -Textures BSA etc etc. telling Vortex to load MOD A.esp before MOD B.esp does nothing to the load priority of the associated BSAs files.That's why the sorting tools for the MODS tab is so important, because that, is where most of your file conflicts are going to be. Except if there are textures that need to be overwritten because they are conflicting, the red lightning bolt appears, and is managed accordingly. Seems rather weird to set a rule for a mod that doesn't touch anything on another mod. Which is why the Mods tab needs the more powerful sorting tools.Plus, you can even pick which individual texture or mesh gets overwritten, such as Dress01.dds in MOD A, vs Dress01.dds in MOD B. That will come in handy with Opulent Robes and Warmaidens in Skyrim, because I had a hell of a time using NMM with that, because once it overwrote something, it was gone unless you reinstalled it, at least with Vortex, if you change the order, Vortex restores the files and works from there. Link to comment Share on other sites More sharing options...
chanchan05 Posted October 25, 2018 Share Posted October 25, 2018 In those situations I just handle it via the plugins tab. Can't really see the difference between just telling one plugin to load after another plugin as opposed to telling a mod to load after another mod. Also AFAIK, using the entire mod on dependency would be problematic if the mod adds several plugins and you want some plugins to load before, and some to load after another plugin. Anyway from what I understood he was talking about the plugins tab because "master file", There's a massive difference between a plugin load order and Mod load order. Plugin Tab only deals with the actual esps. Mods tabs deal with the priority overwrite order of Meshes, Textures in BSAs, BA2s etc. and is where you can fix textures and meshes being overridden by other mods.Want the textures of Mod A to Overwrite the Textures of MOd B? Then tell Vortex to load the MOD A Textures.BSA BEFORE MOD B -Textures BSA etc etc. telling Vortex to load MOD A.esp before MOD B.esp does nothing to the load priority of the associated BSAs files.That's why the sorting tools for the MODS tab is so important, because that, is where most of your file conflicts are going to be. Except if there are textures that need to be overwritten because they are conflicting, the red lightning bolt appears, and is managed accordingly. Seems rather weird to set a rule for a mod that doesn't touch anything on another mod. Which is why the Mods tab needs the more powerful sorting tools.Plus, you can even pick which individual texture or mesh gets overwritten, such as Dress01.dds in MOD A, vs Dress01.dds in MOD B. That will come in handy with Opulent Robes and Warmaidens in Skyrim, because I had a hell of a time using NMM with that, because once it overwrote something, it was gone unless you reinstalled it, at least with Vortex, if you change the order, Vortex restores the files and works from there. In all cases where 2 mods adds the same texture or mesh like in your example, the red lighning bolt appears, and the options for it appears as well. In your scenario, all you need to do is right click the dependency icon and select manage file conflicts. The beside the Dress01.dds, you can select if you want the one from ModA or ModB to show up in game. The only time that option is not available is when there are no conflicts. Truth to say, I don't understand what you're trying to say. The scenario you are using as an example is already handled perfectly well at this moment. Or maybe you chose a wrong example in trying to show what you mean. Link to comment Share on other sites More sharing options...
HadToRegister Posted October 25, 2018 Share Posted October 25, 2018 In all cases where 2 mods adds the same texture or mesh like in your example, the red lighning bolt appears, and the options for it appears as well. In your scenario, all you need to do is right click the dependency icon and select manage file conflicts. The beside the Dress01.dds, you can select if you want the one from ModA or ModB to show up in game. The only time that option is not available is when there are no conflicts. Truth to say, I don't understand what you're trying to say. The scenario you are using as an example is already handled perfectly well at this moment. Or maybe you chose a wrong example in trying to show what you mean. Why do you keep explaining to me over and over about something I already know?I'm trying to tell you the difference between load order in the plugin tab vs load order in the mod tab, and which each tab does, and what files each tab handlesInstead you keep going in a circle explaining to me what the red lightning bolt means, when I'm not even talking about that. I've been explaining for the past several posts, what the MODS tab does, vs what the PLUGINS tab does, and it's obviously falling on deaf ears. I'm talking about the fact that the MODS tab is for changing the priority of which BSA, BA2 gets loaded first and takes precedence over the other BSA, BA2 with the same files in it, and has everything to do with which Meshes and Textures load before or after other MODS with Meshes and Textures. The plugins tab is solely for sorting ESPs, which is mostly done automatically by Vortex. in NMM the only thing you could change for load order was on the Plugins tab, and you could only change the load order of the ESP files. in Vortex, you change the load order of the ESPs in the Plugins Tab, but you can also change what order the game loads the BSA, BA2 archive files.|That's something you couldn't do in NMM Link to comment Share on other sites More sharing options...
chanchan05 Posted October 25, 2018 Share Posted October 25, 2018 In all cases where 2 mods adds the same texture or mesh like in your example, the red lighning bolt appears, and the options for it appears as well. In your scenario, all you need to do is right click the dependency icon and select manage file conflicts. The beside the Dress01.dds, you can select if you want the one from ModA or ModB to show up in game. The only time that option is not available is when there are no conflicts. Truth to say, I don't understand what you're trying to say. The scenario you are using as an example is already handled perfectly well at this moment. Or maybe you chose a wrong example in trying to show what you mean. Why do you keep explaining to me over and over about something I already know?I'm trying to tell you the difference between load order in the plugin tab vs load order in the mod tab, and which each tab does, and what files each tab handlesInstead you keep going in a circle explaining to me what the red lightning bolt means, when I'm not even talking about that. I've been explaining for the past several posts, what the MODS tab does, vs what the PLUGINS tab does, and it's obviously falling on deaf ears. I'm talking about the fact that the MODS tab is for changing the priority of which BSA, BA2 gets loaded first and takes precedence over the other BSA, BA2 with the same files in it, and has everything to do with which Meshes and Textures load before or after other MODS with Meshes and Textures. The plugins tab is solely for sorting ESPs, which is mostly done automatically by Vortex. in NMM the only thing you could change for load order was on the Plugins tab, and you could only change the load order of the ESP files. in Vortex, you change the load order of the ESPs in the Plugins Tab, but you can also change what order the game loads the BSA, BA2 archive files.|That's something you couldn't do in NMM No. You're missing MY point. I understood what you were saying. You were the one who didn't understand what I was saying. I know what the plugins and mods tab does. You said the mods tab needed more powerful sorting tools and gave an example in the Dress.dds from Mod A and B. I said, the functionality you're asking (ability to choose which texture gets loaded after which texture) for is already there and repeated the description of the red lightning feature because I misunderstood you. I thought you were asking for the feature to choose which textures individually to be added, which is already there. and asked you to clarify what kind of tools you still need because that example you gave was not able to show me what you are saying the mods tab was still lacking. So to clarify, all I am asking you is to tell me what it is you think the mods tab still lacks that you requested, because from your previous posts, I had the impression that you were asking for an already existing feature. The only thing I understood from you is you seem to want to have an ability to order unrelated non-overlapping BSAs (those with no red bolts) in a certain way for your own reasons. Link to comment Share on other sites More sharing options...
HadToRegister Posted October 25, 2018 Share Posted October 25, 2018 No. You're missing MY point. I understood what you were saying. You were the one who didn't understand what I was saying. I know what the plugins and mods tab does. You said the mods tab needed more powerful sorting tools and gave an example in the Dress.dds from Mod A and B. I said, the functionality you're asking (ability to choose which texture gets loaded after which texture) for is already there and repeated the description of the red lightning feature because I misunderstood you. I thought you were asking for the feature to choose which textures individually to be added, which is already there. and asked you to clarify what kind of tools you still need because that example you gave was not able to show me what you are saying the mods tab was still lacking. So to clarify, all I am asking you is to tell me what it is you think the mods tab still lacks that you requested, because from your previous posts, I had the impression that you were asking for an already existing feature. The only thing I understood from you is you seem to want to have an ability to order unrelated non-overlapping BSAs (those with no red bolts) in a certain way for your own reasons. Good lord.I don't want the ability to "Overlap BSAs in a certain way for my own reasons" FFS. I KNOW ABOUT THE EFFING LIGHTNING BOLTS.The OP was the one wanting to be able to sort whichever way he wanted, and I have been explaining that over and over, and for some reason now you think I WANT to be able to do that. Link to comment Share on other sites More sharing options...
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