Njala Posted February 6, 2019 Share Posted February 6, 2019 I can paste Plugins.txt (or loadorder.txt) into a spreadsheet and pretty accurately determine the 2 digit Hex module index prefix that is actually used in game. There are some speedbumps thought- I can tell that some modules are skipped, because when I get help on attire items known to be in a given module, the index is mysteriously one less than that expected with a module is "skipped". Clearly, Esl's will be in this category, but there are others. I anticipate that perhaps there might be elements in a mod I can look at via xEdit/FO4edit that will quickly tell me that the module will be "skipped". What would those elements be? I can manage as is by guessing the modules that are being skipped, but if there is an easy way to confirm them, that would be helpful. As always, thanks for any hints, guesses or speculations offered. [Postcript: In NMM, I simply used the module slots listed in the interface. They were accurate (though I was unaware of a direct way of exporting them to a file with the slot numbers indicated). If you think the ones in the Vortex interface are accurate, then try this- you probably have Eli's Armor Compendium handy, so do a Help Elijah 4 armo. Compare the most significant 2 bytes of the record/object ID to the module index listed under the Vortex plugins tab. If you have any quantity of mods loaded, the chances are that the ID will will off by one if not several digits.] Link to comment Share on other sites More sharing options...
Njala Posted February 10, 2019 Author Share Posted February 10, 2019 I have heard no answer to this inquiry though it is more of an FYI / nicer-to-know-but not-essential-to-have-answered type question. To recap, with FO4 configurations, my problem is that unlike NMM, I cannot get accurate Vortex information about reported module index or actual load order. Instead I must load all mods into FO4Edit, because like NMM (and I presume MO), this method will report load order and index numbers properly. Vortex lists .esms (and certain .ESP's) deep in the load order according to the interface and Loadorder/plugins.txt. Example moved.ESMs were homemaker, loads and Eisenwolf's legacy. Two others whose load location .mod index reported incorrectly were .esp's- one of them NewCalibers.esp (needed by Weaponsmith Expanded). I can make do without any response, but I post because it seems there may be an bug lurking in there that is potentially high severity. If Vortex really thinks that its loadorder.txt file is accurate, then it's calculation of dependencies and actual precedence of mods may well be incorrect. Link to comment Share on other sites More sharing options...
HadToRegister Posted February 10, 2019 Share Posted February 10, 2019 I have heard no answer to this inquiry though it is more of an FYI / nicer-to-know-but not-essential-to-have-answered type question. To recap, with FO4 configurations, my problem is that unlike NMM, I cannot get accurate Vortex information about reported module index or actual load order. Instead I must load all mods into FO4Edit, because like NMM (and I presume MO), this method will report load order and index numbers properly. Vortex lists .esms (and certain .ESP's) deep in the load order according to the interface and Loadorder/plugins.txt. Example moved.ESMs were homemaker, loads and Eisenwolf's legacy. Two others whose load location .mod index reported incorrectly were .esp's- one of them NewCalibers.esp (needed by Weaponsmith Expanded). I can make do without any response, but I post because it seems there may be an bug lurking in there that is potentially high severity. If Vortex really thinks that its loadorder.txt file is accurate, then it's calculation of dependencies and actual precedence of mods may well be incorrect. That's just a list Vortex keeps.It doesn't have the asterisks that denote which mods are enabled/disabledBut Vortex keeps the other information somewhere else as far as Dependencies etc. Link to comment Share on other sites More sharing options...
Njala Posted February 11, 2019 Author Share Posted February 11, 2019 Well, as I said- if a developer doesn't see that this suggest something might be wonky, then fine- because if it is just buggy reporting, I doubt many typical users care that the interface (under the plugins tab) is reporting the wrong module index values, or will notice that the loadorder file is not reporting the actual load order. You see why I think something might be amiss, right? Because if an item like "newcalibers.esp or armorkeywords.esm shows up as the 122nd and 155th lines in a file called "loadorder", then a person would reasonably assume that these two mods would not load before the 100 odd mods before it..But they do- and pretty much at the top of the load order. And because Vortex reports it this way, the inference is that Vortex might in some rare cases be incorrectly deciding which mod is overlaying which, or has constructed a dependencies solution whose loadorder is being ignored for some items in that loadorder list. Link to comment Share on other sites More sharing options...
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