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Ideas For User Interface Tweaks (Simplicity Above All)


springfield1191a1

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I just started using vortex today and while the learning curve has been rather swift there are a few things that need adjustment in order to make it more user friendly...

 

1. Use of explanatory language that is more conducive to the layman and those of us plebs that don't want to wrack our brains and memories in order to understand what we are trying to accomplish just to simply install a mod. (example: instead of "do you want to revert?" a simple "this is missing, Do you want it put in over this file?" or even the old nexus style of "these files have the same name, do you want to overwrite the old file with the new?", instead of "deploy" make it simple for folks and just say "install mod")

 

2. There is a frequent jumping of my mod list to the top after installing a mod. This needs to stop and there is no setting option that I can see to address this.

 

3. Making a more visible style of opening and closing categories in a similar fashion to the old NMM where you can open and close categories and reduce the amount of having to search through s*** would be a massive improvement. I don't want to have to constantly go back and forth to search through and close out categories from a drop down menu at the top of the screen when I would rather have them readily available en masse NMM style at the side of the mod list where they are more readily visible.

 

4. Make it easier to move the pop up info screens to where I want them to be, make it easier to close them out and make it to where they don't even pop up unless I choose which ones I want to pop up.

 

5. Make the actual user interface adjustable as far as text size, or rather a general interface resizing adjustment setting would be preferable.

 

6. An intuitive device that scans NMM imported archives and compares to the available data online for damage and informs you of the damaged file rather than waiting for you to attempt to install it. I've had 20 very large, damaged archives just from today's escapades alone. (This one is more for first time users coming to vortex from NMM)

 

7. Now as to much of the user unfriendliness of JUST FIGURING OUT HOW TO MAKE THE MODS FUNCTION, JUST RUN BODYSLIDE, SORT MY LOAD ORDER, DECIDE ON SOME RULE OR ANOTHER CONCERNING MODS AND HOW THEY LOAD, OR JUST PLAIN INSTALL MODS, even the old Nexus mod manager had more user friendliness in those departments. I never had to take such a hands on approach to just install a mod. In the past I simply double clicked on the mod I wanted to install, run my batch build in Bodyslide and ran LOOT, then presto and my mod was installed. Needs more simplification in that department because not all of us are Software Devs that know every single drop of lingo and what each tool and option does. This bullet point was just a rant but I had to vent my current frustration on one of these. Sorry.

 

As I'm sure you know from the MANY complaints that I've taken the time read, these are simple things that have gone way over the heads of your Vortex programmers. They've literally spent so much time thinking about and working on features that they completely overlooked things that are meant to make it easy to mod our games. Just remember the KISS method, "Keep It Simple, Stupid...", and work on your "SuperFeatures" only once you've addressed the simpler things. And please don't be like Apple, listen to our feedback on what the users want, tell us that we don't know what we're talking about only to tell us what features you think we want. Actually use our feedback ideas so that we can have a quality mod manager for our games.

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Actually use our feedback ideas so that we can have a quality mod manager for our games.

 

In Vortex we do have a quality mod manager, and it gets better with every update. As for your suggestions, your list gets off to a poor start. Suggestion 1 betrays a lack of understanding of two important terms - "deploy" and "revert." "To deploy" does not mean "to install." There's a crucial distinction there that you've apparently missed. Also, your understanding of "revert" is incorrect.

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I just started using vortex today and while the learning curve has been rather swift there are a few things that need adjustment in order to make it more user friendly...

 

1. Use of explanatory language that is more conducive to the layman and those of us plebs that don't want to wrack our brains and memories in order to understand what we are trying to accomplish just to simply install a mod. (example: instead of "do you want to revert?" a simple "this is missing, Do you want it put in over this file?" or even the old nexus style of "these files have the same name, do you want to overwrite the old file with the new?", instead of "deploy" make it simple for folks and just say "install mod")

With your example you're effectively asking me to give users wrong information just for the sake of using simpler wording?

Look, I've been working on mod managers for almost 8 years and I'm not even a native english speaker. I have no illusion about my ability to express things in a way that everyone can understand - but that won't change from people telling me to use simpler terms. It's not like so far I wasn't aware that laymen exist!

If you want to help improve Vortex in this regard you need to make concrete proposals to change terminology and wording and then we can think about implementing those.

They still have to be correct though...

Some of the wording btw. (e.g. "revert" in the external changes dialog) are already based on proposals from other users.

That makes this a bit annoying. I word the dialog, people complain. I use the wording they propose, other users complain and accuse me of being ignorant of the user's needs and not listening to feedback.

 

2. There is a frequent jumping of my mod list to the top after installing a mod. This needs to stop and there is no setting option that I can see to address this.

The mod list is sorted by one column. You pick the column to sort by. If you sort by install date then yes, the list is going to jump when you install a mod, what do you expect?

If you sort by mod name for example nothing should jump.

 

3. Making a more visible style of opening and closing categories in a similar fashion to the old NMM where you can open and close categories and reduce the amount of having to search through s*** would be a massive improvement. I don't want to have to constantly go back and forth to search through and close out categories from a drop down menu at the top of the screen when I would rather have them readily available en masse NMM style at the side of the mod list where they are more readily visible.

This is already planned, unfortunately it's considerably more work to implement than it was in NMM.

 

4. Make it easier to move the pop up info screens to where I want them to be, make it easier to close them out and make it to where they don't even pop up unless I choose which ones I want to pop up.

Again, we need more concrete change requests than that.

We have no interest in making pop-ups easier to ignore, the whole point is that we need to be able to inform the user about things that he needs to be aware of.

The alternative would have been modal dialogs that you can't ignore at all (which NMM used extensively for example), but we wanted to give users the ability to deal with those things in their own time.

 

5. Make the actual user interface adjustable as far as text size, or rather a general interface resizing adjustment setting would be preferable.

This is already possible. Settings->Theme

 

6. An intuitive device that scans NMM imported archives and compares to the available data online for damage and informs you of the damaged file rather than waiting for you to attempt to install it. I've had 20 very large, damaged archives just from today's escapades alone. (This one is more for first time users coming to vortex from NMM)

Mod authors can (and do) delete older mod files - also there isn't even a guarantee that the mod was downloaded from NexusMods, so for a large number of mods such a test wouldn't be possible.

Beyond that, it's not something Vortex can do directly on the client side, it requires support on the website, so you're barking up the wrong tree.

 

7. Now as to much of the user unfriendliness of JUST FIGURING OUT HOW TO MAKE THE MODS FUNCTION, JUST RUN BODYSLIDE, SORT MY LOAD ORDER, DECIDE ON SOME RULE OR ANOTHER CONCERNING MODS AND HOW THEY LOAD, OR JUST PLAIN INSTALL MODS, even the old Nexus mod manager had more user friendliness in those departments. I never had to take such a hands on approach to just install a mod. In the past I simply double clicked on the mod I wanted to install, run my batch build in Bodyslide and ran LOOT, then presto and my mod was installed. Needs more simplification in that department because not all of us are Software Devs that know every single drop of lingo and what each tool and option does. This bullet point was just a rant but I had to vent my current frustration on one of these. Sorry.

If you prefer NMM you're welcome to continue using it, but from my perspective the fact that NMM would ignore and not report so many issues was the biggest drawback. NMM doesn't make things easier, it just doesn't tell you about the problems.

With Vortex we try to make you aware of them - it doesn't introduce new issues. File conflicts for example are not something Vortex introduced, it's just something that Vortex makes you aware of and lets you resolve in a more convenient manner.

 

If all you want to do is throw together a bunch of mods and roll the dice then by all means, go use NMM.

 

As I'm sure you know from the MANY complaints that I've taken the time read, these are simple things that have gone way over the heads of your Vortex programmers. They've literally spent so much time thinking about and working on features that they completely overlooked things that are meant to make it easy to mod our games. Just remember the KISS method, "Keep It Simple, Stupid...", and work on your "SuperFeatures" only once you've addressed the simpler things.

Modding most games isn't simple. Vortex strives to give you a more deterministic modding experience where, if you've resolved the problems Vortex pointed out you can assume the game to run properly (and no, it's not finished yet).

If you want a glorified archiving tool that does nothing else than extract archives into the game directory and leaves you to fix problems by reading forums, changing ini files and days of tinkering when the game crashes or the savegame is broken then no, this isn't the tool for you, it's not supposed to be.

This is not meant to mean that your approach is wrong but Vortex is intended to be something else.

 

And please don't be like Apple, listen to our feedback on what the users want, tell us that we don't know what we're talking about only to tell us what features you think we want. Actually use our feedback ideas so that we can have a quality mod manager for our games.

This is just ridiculous. Vortex is open source and we have an extension api.

Practically everything we did on Vortex for the past year was in response to user feedback and we have created provisions so that even for features we don't agree with, users can still add them to Vortex themselves.

But "listening to your users" can't mean "whenever anyone says anything, the devs are supposed to drop whatever they were doing and do what that last person said, completely ignoring their own experience".

We have well over 100k active users, we can't let a few decide the course of development against our better judgement - no matter how loudly they complain.

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I just started using vortex today and while the learning curve has been rather swift there are a few things that need adjustment in order to make it more user friendly...

1. Use of explanatory language that is more conducive to the layman and those of us plebs that don't want to wrack our brains and memories in order to understand what we are trying to accomplish just to simply install a mod. (example: instead of "do you want to revert?" a simple "this is missing, Do you want it put in over this file?" or even the old nexus style of "these files have the same name, do you want to overwrite the old file with the new?", instead of "deploy" make it simple for folks and just say "install mod")


With your example you're effectively asking me to give users wrong information just for the sake of using simpler wording?
Look, I've been working on mod managers for almost 8 years and I'm not even a native english speaker. I have no illusion about my ability to express things in a way that everyone can understand - but that won't change from people telling me to use simpler terms. It's not like so far I wasn't aware that laymen exist!
If you want to help improve Vortex in this regard you need to make concrete proposals to change terminology and wording and then we can think about implementing those.
They still have to be correct though...
Some of the wording btw. (e.g. "revert" in the external changes dialog) are already based on proposals from other users.
That makes this a bit annoying. I word the dialog, people complain. I use the wording they propose, other users complain and accuse me of being ignorant of the user's needs and not listening to feedback.

2. There is a frequent jumping of my mod list to the top after installing a mod. This needs to stop and there is no setting option that I can see to address this.


The mod list is sorted by one column. You pick the column to sort by. If you sort by install date then yes, the list is going to jump when you install a mod, what do you expect?
If you sort by mod name for example nothing should jump.

3. Making a more visible style of opening and closing categories in a similar fashion to the old NMM where you can open and close categories and reduce the amount of having to search through s*** would be a massive improvement. I don't want to have to constantly go back and forth to search through and close out categories from a drop down menu at the top of the screen when I would rather have them readily available en masse NMM style at the side of the mod list where they are more readily visible.


This is already planned, unfortunately it's considerably more work to implement than it was in NMM.

4. Make it easier to move the pop up info screens to where I want them to be, make it easier to close them out and make it to where they don't even pop up unless I choose which ones I want to pop up.


Again, we need more concrete change requests than that.
We have no interest in making pop-ups easier to ignore, the whole point is that we need to be able to inform the user about things that he needs to be aware of.
The alternative would have been modal dialogs that you can't ignore at all (which NMM used extensively for example), but we wanted to give users the ability to deal with those things in their own time.

5. Make the actual user interface adjustable as far as text size, or rather a general interface resizing adjustment setting would be preferable.


This is already possible. Settings->Theme

6. An intuitive device that scans NMM imported archives and compares to the available data online for damage and informs you of the damaged file rather than waiting for you to attempt to install it. I've had 20 very large, damaged archives just from today's escapades alone. (This one is more for first time users coming to vortex from NMM)


Mod authors can (and do) delete older mod files - also there isn't even a guarantee that the mod was downloaded from NexusMods, so for a large number of mods such a test wouldn't be possible.
Beyond that, it's not something Vortex can do directly on the client side, it requires support on the website, so you're barking up the wrong tree.

7. Now as to much of the user unfriendliness of JUST FIGURING OUT HOW TO MAKE THE MODS FUNCTION, JUST RUN BODYSLIDE, SORT MY LOAD ORDER, DECIDE ON SOME RULE OR ANOTHER CONCERNING MODS AND HOW THEY LOAD, OR JUST PLAIN INSTALL MODS, even the old Nexus mod manager had more user friendliness in those departments. I never had to take such a hands on approach to just install a mod. In the past I simply double clicked on the mod I wanted to install, run my batch build in Bodyslide and ran LOOT, then presto and my mod was installed. Needs more simplification in that department because not all of us are Software Devs that know every single drop of lingo and what each tool and option does. This bullet point was just a rant but I had to vent my current frustration on one of these. Sorry.


If you prefer NMM you're welcome to continue using it, but from my perspective the fact that NMM would ignore and not report so many issues was the biggest drawback. NMM doesn't make things easier, it just doesn't tell you about the problems.
With Vortex we try to make you aware of them - it doesn't introduce new issues. File conflicts for example are not something Vortex introduced, it's just something that Vortex makes you aware of and lets you resolve in a more convenient manner.

If all you want to do is throw together a bunch of mods and roll the dice then by all means, go use NMM.

As I'm sure you know from the MANY complaints that I've taken the time read, these are simple things that have gone way over the heads of your Vortex programmers. They've literally spent so much time thinking about and working on features that they completely overlooked things that are meant to make it easy to mod our games. Just remember the KISS method, "Keep It Simple, Stupid...", and work on your "SuperFeatures" only once you've addressed the simpler things.


Modding most games isn't simple. Vortex strives to give you a more deterministic modding experience where, if you've resolved the problems Vortex pointed out you can assume the game to run properly (and no, it's not finished yet).
If you want a glorified archiving tool that does nothing else than extract archives into the game directory and leaves you to fix problems by reading forums, changing ini files and days of tinkering when the game crashes or the savegame is broken then no, this isn't the tool for you, it's not supposed to be.
This is not meant to mean that your approach is wrong but Vortex is intended to be something else.

And please don't be like Apple, listen to our feedback on what the users want, tell us that we don't know what we're talking about only to tell us what features you think we want. Actually use our feedback ideas so that we can have a quality mod manager for our games.


This is just ridiculous. Vortex is open source and we have an extension api.
Practically everything we did on Vortex for the past year was in response to user feedback and we have created provisions so that even for features we don't agree with, users can still add them to Vortex themselves.
But "listening to your users" can't mean "whenever anyone says anything, the devs are supposed to drop whatever they were doing and do what that last person said, completely ignoring their own experience".
We have well over 100k active users, we can't let a few decide the course of development against our better judgement - no matter how loudly they complain.

 

 



And this is why I love mod creators and mod manager develepers. My god... I can't believe I read through that but understood it all and found it almost laughable. Great responses, jsut laughable how imo the original poster was obviosuly not thinking. I would like to make a few points myself.

  • I'm no NASA computer technician who understands all the jargon and lingo of computer-speak. I don't know how to code, I don't know how to compile scripts and all that technical wizadry. Yet I find the "lingo" used in Vortex to actually be very direct and to the point. Not a round-a-bout way of explaining it. I like the fact I get a notification telling me "a number of your mods have a "conflict"" which is basically telling me in a simplier way "some of your mods seem to want to change the same thing, you should resolve this when you have the opportunity"
  • revert - I believe revert means to "change back" rather than whatever you was thinking it meant.
  • figuring out how to make the mods work... I used to use NMM and thought it was best thing since sliced bread... Then Vortex came around and since the "push" I have realised how ignorant I was in regards to how mods worked. NMM truly did cover up most of the stuff and I see how it was rollign the dice mostly when you installed the mods. Now with vortex I have nearly 300 mods installed jsut for Skyrim SE. And this is simultaneously for 1 playthrough etc. With NMM I would have been lucky to get half that working nicely. I have learned so much about how mods work etc because of Vortex, and it's not a hard curve once you get going. It's just that first step of wanting to learn.

anyway before I go on a huge rant at OP. I would like to say a big thanks to you Tannin for your hard work. I lvoe how mcuh you done for the mod creators, the community, and especially the consumers such as myself

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I just started using vortex today and while the learning curve has been rather swift there are a few things that need adjustment in order to make it more user friendly...

 

1. Use of explanatory language that is more conducive to the layman and those of us plebs that don't want to wrack our brains and memories in order to understand what we are trying to accomplish just to simply install a mod. (example: instead of "do you want to revert?" a simple "this is missing, Do you want it put in over this file?" or even the old nexus style of "these files have the same name, do you want to overwrite the old file with the new?", instead of "deploy" make it simple for folks and just say "install mod")

With your example you're effectively asking me to give users wrong information just for the sake of using simpler wording?

Look, I've been working on mod managers for almost 8 years and I'm not even a native english speaker. I have no illusion about my ability to express things in a way that everyone can understand - but that won't change from people telling me to use simpler terms. It's not like so far I wasn't aware that laymen exist!

If you want to help improve Vortex in this regard you need to make concrete proposals to change terminology and wording and then we can think about implementing those.

They still have to be correct though...

Some of the wording btw. (e.g. "revert" in the external changes dialog) are already based on proposals from other users.

That makes this a bit annoying. I word the dialog, people complain. I use the wording they propose, other users complain and accuse me of being ignorant of the user's needs and not listening to feedback.

 

2. There is a frequent jumping of my mod list to the top after installing a mod. This needs to stop and there is no setting option that I can see to address this.

The mod list is sorted by one column. You pick the column to sort by. If you sort by install date then yes, the list is going to jump when you install a mod, what do you expect?

If you sort by mod name for example nothing should jump.

 

3. Making a more visible style of opening and closing categories in a similar fashion to the old NMM where you can open and close categories and reduce the amount of having to search through s*** would be a massive improvement. I don't want to have to constantly go back and forth to search through and close out categories from a drop down menu at the top of the screen when I would rather have them readily available en masse NMM style at the side of the mod list where they are more readily visible.

This is already planned, unfortunately it's considerably more work to implement than it was in NMM.

 

4. Make it easier to move the pop up info screens to where I want them to be, make it easier to close them out and make it to where they don't even pop up unless I choose which ones I want to pop up.

Again, we need more concrete change requests than that.

We have no interest in making pop-ups easier to ignore, the whole point is that we need to be able to inform the user about things that he needs to be aware of.

The alternative would have been modal dialogs that you can't ignore at all (which NMM used extensively for example), but we wanted to give users the ability to deal with those things in their own time.

 

5. Make the actual user interface adjustable as far as text size, or rather a general interface resizing adjustment setting would be preferable.

This is already possible. Settings->Theme

 

6. An intuitive device that scans NMM imported archives and compares to the available data online for damage and informs you of the damaged file rather than waiting for you to attempt to install it. I've had 20 very large, damaged archives just from today's escapades alone. (This one is more for first time users coming to vortex from NMM)

Mod authors can (and do) delete older mod files - also there isn't even a guarantee that the mod was downloaded from NexusMods, so for a large number of mods such a test wouldn't be possible.

Beyond that, it's not something Vortex can do directly on the client side, it requires support on the website, so you're barking up the wrong tree.

 

7. Now as to much of the user unfriendliness of JUST FIGURING OUT HOW TO MAKE THE MODS FUNCTION, JUST RUN BODYSLIDE, SORT MY LOAD ORDER, DECIDE ON SOME RULE OR ANOTHER CONCERNING MODS AND HOW THEY LOAD, OR JUST PLAIN INSTALL MODS, even the old Nexus mod manager had more user friendliness in those departments. I never had to take such a hands on approach to just install a mod. In the past I simply double clicked on the mod I wanted to install, run my batch build in Bodyslide and ran LOOT, then presto and my mod was installed. Needs more simplification in that department because not all of us are Software Devs that know every single drop of lingo and what each tool and option does. This bullet point was just a rant but I had to vent my current frustration on one of these. Sorry.

If you prefer NMM you're welcome to continue using it, but from my perspective the fact that NMM would ignore and not report so many issues was the biggest drawback. NMM doesn't make things easier, it just doesn't tell you about the problems.

With Vortex we try to make you aware of them - it doesn't introduce new issues. File conflicts for example are not something Vortex introduced, it's just something that Vortex makes you aware of and lets you resolve in a more convenient manner.

 

If all you want to do is throw together a bunch of mods and roll the dice then by all means, go use NMM.

 

As I'm sure you know from the MANY complaints that I've taken the time read, these are simple things that have gone way over the heads of your Vortex programmers. They've literally spent so much time thinking about and working on features that they completely overlooked things that are meant to make it easy to mod our games. Just remember the KISS method, "Keep It Simple, Stupid...", and work on your "SuperFeatures" only once you've addressed the simpler things.

Modding most games isn't simple. Vortex strives to give you a more deterministic modding experience where, if you've resolved the problems Vortex pointed out you can assume the game to run properly (and no, it's not finished yet).

If you want a glorified archiving tool that does nothing else than extract archives into the game directory and leaves you to fix problems by reading forums, changing ini files and days of tinkering when the game crashes or the savegame is broken then no, this isn't the tool for you, it's not supposed to be.

This is not meant to mean that your approach is wrong but Vortex is intended to be something else.

 

And please don't be like Apple, listen to our feedback on what the users want, tell us that we don't know what we're talking about only to tell us what features you think we want. Actually use our feedback ideas so that we can have a quality mod manager for our games.

This is just ridiculous. Vortex is open source and we have an extension api.

Practically everything we did on Vortex for the past year was in response to user feedback and we have created provisions so that even for features we don't agree with, users can still add them to Vortex themselves.

But "listening to your users" can't mean "whenever anyone says anything, the devs are supposed to drop whatever they were doing and do what that last person said, completely ignoring their own experience".

We have well over 100k active users, we can't let a few decide the course of development against our better judgement - no matter how loudly they complain.

 

 

You completely misunderstood of several of my bulletpoints.

 

With the first bulletpoint, you misunderstood me when I said to make the language of the user interface simpler. I don't want to have to understand Dev language when trying to install my mods. A simple "Do you wish to delete this mod? yes/no" will do instead of asking me to "save the changes" or "revert to previous configuration". Giving the wrong information is impossible if you know what the info is and can pick up a thesaurus to find a better word than "deploy". Using wording that tends to be overly complicated can lead to someone getting the wrong information in the first place.

 

With my second bulletpoint, It's not in how I have my mods sorted, If I'm in the middle of the category "Models and textures" and I install something, it jumps back to the very top to the category "Armor". This is something that is bothering me and is the reason I identified this as potential problem at the worst and an atrocious annoyance at the very least.

 

In point 4 I identified the issue of items popping up that I'm unable to move away and/or close. These informational pop ups block my screen often when I'm in the middle of trying to install a mod or some other operation associated with that. These are pop up messages like asking me to "Save changes" or "revert to previous" that I can close, or they're telling me a bit of info about a mod conflict or something else that I already know about and there's no way to stop them or close them out.

 

Bulletpoint 5 is understandable but there needs to be a slider style multi-setting because the "compact" theme is still too big.

 

And lastly I don't appreciate feeling like I'm being talked down to as if I'm a novice modder. I've been using the Nexus and multiple different Mod Managers since 2010 and I'm offering feedback that is potentially helpful for others not just for myself.

 

As for other responses on this thread that appear to have a certain trollish aspect to them,*cough 2much4l1 cough*, find your fun elsewhere. If you can't say something constructive, Don't say it at all.

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You completely misunderstood of several of my bulletpoints.

 

With the first bulletpoint, you misunderstood me when I said to make the language of the user interface simpler. I don't want to have to understand Dev language when trying to install my mods. A simple "Do you wish to delete this mod? yes/no" will do instead of asking me to "save the changes" or "revert to previous configuration". Giving the wrong information is impossible if you know what the info is and can pick up a thesaurus to find a better word than "deploy". Using wording that tends to be overly complicated can lead to someone getting the wrong information in the first place.

 

With my second bulletpoint, It's not in how I have my mods sorted, If I'm in the middle of the category "Models and textures" and I install something, it jumps back to the very top to the category "Armor". This is something that is bothering me and is the reason I identified this as potential problem at the worst and an atrocious annoyance at the very least.

 

In point 4 I identified the issue of items popping up that I'm unable to move away and/or close. These informational pop ups block my screen often when I'm in the middle of trying to install a mod or some other operation associated with that. These are pop up messages like asking me to "Save changes" or "revert to previous" that I can close, or they're telling me a bit of info about a mod conflict or something else that I already know about and there's no way to stop them or close them out.

 

Bulletpoint 5 is understandable but there needs to be a slider style multi-setting because the "compact" theme is still too big.

 

And lastly I don't appreciate feeling like I'm being talked down to as if I'm a novice modder. I've been using the Nexus and multiple different Mod Managers since 2010 and I'm offering feedback that is potentially helpful for others not just for myself.

 

As for other responses on this thread that appear to have a certain trollish aspect to them,*cough 2much4l1 cough*, find your fun elsewhere. If you can't say something constructive, Don't say it at all.

 

 

 

 

 

Changes were made outside of Vortex do you want to SAVE the Changes or REVERT them?

 

What other language do you need? It's quite clear in it's intent, and you want to pick SAVE 99.99% of the time.

 

--------------------------------

 

It most definitely is how you have your mods sorted, because you must have the Column "MOD CATEGORY" enabled, and when you add a mod, it's making the column jump, because you're sorting by that Column, I have MOD CATEGORY column turned off and I sort by LOAD ORDER, and I get no "Jumping Around"

 

-------------------------------

 

They are unmoveable/uncloseable for a reason, because you have to answer the pop box with a response, you want to be able to ignore them, which will just lead to another post about how "Vortex broke my stuff"

 

--------------------------------------------

 

CLONE the Compact Theme and use the Cloned Theme, because then you have sliders where you can set the "Margins" in the interface, the size and type of the Font etc.

 

________________________________________

 

Most of your bullet points are due to you not familiarizing yourself with the interface.

Have you read the built in knowledge base and watched the built in tutorial videos and read the FAQ?

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