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How does Vortex work with the Creation Kit?


greyday01

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How does Vortex work with the CK?

Is there anything special you need to do for scripts?

What is the best way to save different versions of your mod and to remove the current version and go back to a previous version?

I save my esps often, placing them in a version folder with a name saying what I last worked on and often need to go back to a previous version.

 

I'm currently using MO2 to keep my Data folder clear of any but my files and using the CK directly, but is a bit of a pain manually removing all the folders of my working mod from Data any time I want to play and then putting them back when I want to work on my mod.

 

Would Vortex work better for that?

 

Could someone (Gopher maybe) do a YouTube about working with Vortex and the CK?

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How does Vortex work with the CK?

 

I'll assume you're asking, "What is the most efficient way to coordinate my use of Vortex as a mod manager with the CK as a mod creator and mod editor?"

 

The answer: profiles.

 

Also, just as in MO2, you can access the CK through a tools menu.

 

 

Is there anything special you need to do for scripts?

 

What scripts are you talking about?

 

 

What is the best way to save different versions of your mod and to remove the current version and go back to a previous version?

I save my esps often, placing them in a version folder with a name saying what I last worked on and often need to go back to a previous version.

 

Profiles.

 

I'm currently using MO2 to keep my Data folder clear of any but my files and using the CK directly, but is a bit of a pain manually removing all the folders of my working mod from Data any time I want to play and then putting them back when I want to work on my mod.

 

Would Vortex work better for that?

 

Probably, if you use profiles for your testing.

 

 

Could someone (Gopher maybe) do a YouTube about working with Vortex and the CK?

 

Ask Gopher directly.

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Augusta covered Versions with Profiles. I just want to mention the way it works with a single mod.

Enable your mods and Deploy.

Open Creation Kit. This can really be done inside Vortex or out. What the Creation Kit sees is the same in either case (unlike MO). Select your mod.

Make your changes using the CK. Save your changes. Exit the CK (or leave it open - your choice, depending on what you are doing).

Start Vortex if not running.

Deploy. Vortex will detect the changes made by the CK and ask Revert or Confirm. Select Confirm. You have the choice to see exactly which files changed.

This will cause Vortex to copy the changes made by the CK back to your mod. You can copy the changed files from your mod folder anywhere you like for archive.

This whole process works very smoothly.

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How does Vortex work with the CK?

Is there anything special you need to do for scripts?

What is the best way to save different versions of your mod and to remove the current version and go back to a previous version?

I save my esps often, placing them in a version folder with a name saying what I last worked on and often need to go back to a previous version.

 

I'm currently using MO2 to keep my Data folder clear of any but my files and using the CK directly, but is a bit of a pain manually removing all the folders of my working mod from Data any time I want to play and then putting them back when I want to work on my mod.

 

Would Vortex work better for that?

 

Could someone (Gopher maybe) do a YouTube about working with Vortex and the CK?

 

 

Use the Creation Kit just like you normally would

I do this all the time with Xedit as well.

 

I load up my load order from the DATA folder with Xedit, run sorting patches (that adds prefixes like (Potion), [bow], [2H Sword] etc to the esps, and save them.

When I go to install or remove something new, Vortex will detect the changes I made to the files, and I tell it to CONFIRM

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@rmm200. Thank you for providing the additional information for the OP. Generally I try to keep my answers brief in order to encourage the OP to do some research. Perhaps I was too cryptic here.

 

@greyday01. I hope the above posts help you in deciding what is the best mod management tool for your games and modding activity.

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I hope this is the right place to post this.

 

I changed a mod in CK...I didn't disable it before changes....I open Vortex...It shows 'plugin is not valid' instead of letting me ok the change. Is there a way for me to let Vortex know the the plugin is valid or a way to get Vortex to check the plugin is changed and let me ok the change before it says it's invalid.

 

I have tried to disable and re-enable. I really don't want to have to remove it and re-install it and loose the changes I've made to it.

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