DaedusWolfe Posted November 27, 2018 Share Posted November 27, 2018 In NMM you could rename mods (display name) and you could move them to another category. I have been playing with Vortex for the past hour and have not found a way to do either. It would be nice to view mods in a category tree as well (I didn't see that as an option - doesn't mean it is not there .. just means I didn't see it). Something that would be nice is if I could drag all of my NMM mod files into the download directory for vortex (I like that vortex notices the files when started) and then sorts any new files into proper categories (might require a connection to check a database on nexus) or a button to sort them after vortex has found them .. and/or sorted if you drag and drop the mod file into the UI ... not sure what meta data the mod files have in them .. maybe it would be required that the mod filenames have not been modified at all. And yes .. I know that there is an import feature .. but the import feature seems to want everything installed (virtual directory) and at this time I do not have any mods actually installed. The import feature does not recognize that I have all of the mods stored on a separate drive than the game/virtual directory. It would also be nice if the default number of dl threads defaulted at 4 like NMM. Daedus Wolfe Link to comment Share on other sites More sharing options...
NewThalos Posted November 27, 2018 Share Posted November 27, 2018 1) Renaming mods and adjusting categories: - You can do this, double-click on the mod once installed in the mod menu, which brings a side-menu to scroll out. This side menu has all sorts of stuff, including the ability to change the displayed mod name and category designation. 2) Dragging mods into the Vortex mod folder. - You can do this, but Vortex wont refresh it's menu to show the folders (mods) you copy/move into the Vortex mod folder until you restart Vortex, I do this all the time, takes only a few seconds to restart Vortex and then voila, all of those folders are now visible on your Mod menu. After you've restarted Vortex, go to the mods menu, find your newly added mod, double click on it to bring out that side-menu again-- then hit the source dropdown, select "Nexus Mods", which should populate some other stuff automatically, (you might have to select the "Game Section" dropdown, but in most cases you wont have to) then hit the "guess" ID button or enter it in manually if you already know the ID. After you're done this, go ahead and select all on your mod menu again, and hit the "Check for mod updates" button on the top toolbar. This should go through and further sync your mods up with the appropriate nexus page. EDIT: Alternatively to the above method of dragging mods into the Vortex mods folder, you can drag stored zip files for the mods you've downloaded in the past directly into the "Drop URL(s) or File(s)" box at the bottom of the "Downloads" menu. Hope this helps, let us know if you need any more tips on finding stuff, we're all here to help! :smile: Link to comment Share on other sites More sharing options...
Impact88 Posted November 29, 2018 Share Posted November 29, 2018 While we're on the topic of 'features to bring back', I'd like to toss in the 'Quit on game start' option from NMM. That's pure gold for me on a low-end laptop, since Vortex can end up with 20+ processes ranging from 200kb to 200mb, totaling on one occasion over 1200mb. (I am assuming this is by design) PS. Just starting to test it out, but so far I'm loving it! Edit: Maybe this can be done with just a tiny extension...? Link to comment Share on other sites More sharing options...
rmm200 Posted November 29, 2018 Share Posted November 29, 2018 Let me throw in one I just discovered.Mod Organizer had the concept of Manage Archives.If, for example, you bundle up several thousand textures in a BSA, Mod Organizer worked some magic to get those loaded without a corresponding esp.As far as I know if a Vortex mod is just a texture BSA with no esp by the same name - the game will not load it and it will be ignored. Link to comment Share on other sites More sharing options...
Grestorn Posted November 30, 2018 Share Posted November 30, 2018 @Impact88: I don't necessarily disagree with your request, but I don't think that you'll see a measurable difference in performance. The fact that a process exists and that some memory is applied to it, doesn't necessarily mean that it's actually using any of the resources while being idle. Also, you are aware that you can start the game directly without using Vortex? Link to comment Share on other sites More sharing options...
Tannin42 Posted November 30, 2018 Share Posted November 30, 2018 Something that would be nice is if I could drag all of my NMM mod files into the download directory for vortex (I like that vortex notices the files when started) and then sorts any new files into proper categories (might require a connection to check a database on nexus) or a button to sort them after vortex has found them .. and/or sorted if you drag and drop the mod file into the UI ... not sure what meta data the mod files have in them .. maybe it would be required that the mod filenames have not been modified at all.You can do that, either drag the downloads to the drop zone in the downloads or mod page or drag them directly to the download directory, Vortex should pick up on them and search the Nexus database. That search is based on the file hash so it doesn't even matter how the file is named. It would also be nice if the default number of dl threads defaulted at 4 like NMM.Vortex does actually run 4 parallel download threads - but all on the same file. This is so that your internet connection is fully utilized (or your download cap if you're not premium)but there is no point to downloading multiple files at once, that just causes all downloads to complete later. While we're on the topic of 'features to bring back', I'd like to toss in the 'Quit on game start' option from NMM. That's pure gold for me on a low-end laptop, since Vortex can end up with 20+ processes ranging from 200kb to 200mb, totaling on one occasion over 1200mb. (I am assuming this is by design) PS. Just starting to test it out, but so far I'm loving it! Edit: Maybe this can be done with just a tiny extension...?While I understand where you're coming from, it just feels very pointless. As Greston has said, a background process won't slow down the game - as long as you don't have virtual memory misconfigured windows can free up almost all the memory vortex used when the game needs it.Or you can start the game directly, without vortex, to ensure it doesn't take up any resources.I'm just very careful about not cluttering up the UI with features that aren't necessary. Let me throw in one I just discovered.Mod Organizer had the concept of Manage Archives.If, for example, you bundle up several thousand textures in a BSA, Mod Organizer worked some magic to get those loaded without a corresponding esp.As far as I know if a Vortex mod is just a texture BSA with no esp by the same name - the game will not load it and it will be ignored. Sorry, that's not going to happen. a) It can't be implemented without a hook like MO had (the BSAs have to be listed in the ini and without "magic" those entries are limited to 255 characters total) and b) that feature caused me so much trouble and ill will from certain mod authors I'm not going to do it again. I actually removed it from MO2. Link to comment Share on other sites More sharing options...
rmm200 Posted November 30, 2018 Share Posted November 30, 2018 Something that would be nice is if I could drag all of my NMM mod files into the download directory for vortex (I like that vortex notices the files when started) and then sorts any new files into proper categories (might require a connection to check a database on nexus) or a button to sort them after vortex has found them .. and/or sorted if you drag and drop the mod file into the UI ... not sure what meta data the mod files have in them .. maybe it would be required that the mod filenames have not been modified at all.You can do that, either drag the downloads to the drop zone in the downloads or mod page or drag them directly to the download directory, Vortex should pick up on them and search the Nexus database. That search is based on the file hash so it doesn't even matter how the file is named. It would also be nice if the default number of dl threads defaulted at 4 like NMM.Vortex does actually run 4 parallel download threads - but all on the same file. This is so that your internet connection is fully utilized (or your download cap if you're not premium)but there is no point to downloading multiple files at once, that just causes all downloads to complete later. While we're on the topic of 'features to bring back', I'd like to toss in the 'Quit on game start' option from NMM. That's pure gold for me on a low-end laptop, since Vortex can end up with 20+ processes ranging from 200kb to 200mb, totaling on one occasion over 1200mb. (I am assuming this is by design) PS. Just starting to test it out, but so far I'm loving it! Edit: Maybe this can be done with just a tiny extension...?While I understand where you're coming from, it just feels very pointless. As Greston has said, a background process won't slow down the game - as long as you don't have virtual memory misconfigured windows can free up almost all the memory vortex used when the game needs it.Or you can start the game directly, without vortex, to ensure it doesn't take up any resources.I'm just very careful about not cluttering up the UI with features that aren't necessary. Let me throw in one I just discovered.Mod Organizer had the concept of Manage Archives.If, for example, you bundle up several thousand textures in a BSA, Mod Organizer worked some magic to get those loaded without a corresponding esp.As far as I know if a Vortex mod is just a texture BSA with no esp by the same name - the game will not load it and it will be ignored. Sorry, that's not going to happen. a) It can't be implemented without a hook like MO had (the BSAs have to be listed in the ini and without "magic" those entries are limited to 255 characters total) and b) that feature caused me so much trouble and ill will from certain mod authors I'm not going to do it again. I actually removed it from MO2. Just a note warning in the WiKi would work then. Maybe a link to how to set up a dummy esp.Good to know the MO implementation was - problematic. Link to comment Share on other sites More sharing options...
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