dark113 Posted January 26, 2019 Share Posted January 26, 2019 Ok it just acured to me that Vortex is lacking in respect to be able read mods that were installed via fallout 4 direct and not from the nexus is it posable to include a read mods from the game directley Link to comment Share on other sites More sharing options...
HadToRegister Posted January 26, 2019 Share Posted January 26, 2019 They should show up in your plugins list?I know when I manually stick an ESP into the DATA folder, Vortex quickly detects it and adds it to my plugin list/load order Link to comment Share on other sites More sharing options...
Pickysaurus Posted January 29, 2019 Share Posted January 29, 2019 If you're installing mods from Bethesda.net via the in-game downloader and via Vortex one cannot manage the other. The exception is on the plugins tab, but the actual data files and conflicts won't be detected this way. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted February 2, 2019 Share Posted February 2, 2019 If you're installing mods from Bethesda.net via the in-game downloader and via Vortex one cannot manage the other. The exception is on the plugins tab, but the actual data files and conflicts won't be detected this way. Just to get this straight, if I use creation club in game (SKSE and FO4) to download all the freebies - why not!) then if there were a conflict between them and a vortex installed mod, I wouldn't know about it? At least, not from Vortex telling me? Link to comment Share on other sites More sharing options...
Tannin42 Posted February 7, 2019 Share Posted February 7, 2019 If you install a mod from bethesda.net or steam workshop then that tool would already have to deal with conflicts, replacing files. No "secondary" mod manager would even have a chance to affect those conflicts. But in reality those mods are all packaged as esp/bsa bundles anyway so file conflicts don't occur to begin with - in any mod manager. Conflicts between assets are then resolved based on the _plugin_ (esp/esm) load order which you can control in any mod manager, so all you need to care about is the plugins anyway. What Vortex (and any other mod manager) can't do is uninstall mods installed through bethesda.net or Steam Workshop. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted February 10, 2019 Share Posted February 10, 2019 If you install a mod from bethesda.net or steam workshop then that tool would already have to deal with conflicts, replacing files. No "secondary" mod manager would even have a chance to affect those conflicts. But in reality those mods are all packaged as esp/bsa bundles anyway so file conflicts don't occur to begin with - in any mod manager. Conflicts between assets are then resolved based on the _plugin_ (esp/esm) load order which you can control in any mod manager, so all you need to care about is the plugins anyway.I think I understand that, thanks for the reply! :) What Vortex (and any other mod manager) can't do is uninstall mods installed through bethesda.net or Steam Workshop.So are these mods placed in different locations by bethesda.net and steam or is vortex programmed not to show them? if vortex showed them (but marked read only or something) then that would be useful as a reminder to users of what they had installed. Link to comment Share on other sites More sharing options...
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