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incorrectly saying mode are redundant.


MadeUpName92

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The Message now popup after every new deploy of Mods.But it can not be right as i say most are translation that don't have to be overwrite from anything.Some Mod is a Master that get overwrite from a lot of Mods but is still needed if not the entire game don't work any more.

 

 

Look, DO NOT UNINSTALL THE OTHER MOD.

 

This is what's happening

 

You install ModA.esp, now, you download a translation mod, and it has an esp called ModA.esp which overwrites the original ModA.esp, so Vortex is telling you that because the TRANSLATION ModA.esp overwrote the original ModA.esp that it's redundant

 

Just ignore the message, because if you uninstall the original ModA.esp you're also uninstalling the BSA, or BA2, or textures and Meshes, so until it's fixed, just IGNORE the message

 

 

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I cannot replicate this with the mods you are highlighting.

 

Could you show me a screenshot of your mod list in Vortex as well as a screenshot of your mod rules (Mods > Manage Rules) ?

 

 

Alternatively, @Milou151 @MadeUpName92, can you give us your Vortex.log files?

 

1. Windows key + R

2. Type in %appdata% and hit enter

3. go to the folder "Vortex"

4. look for Vortex.txt (that should be your most recent log)

 

 

I'm running over 150 mods, no way to screenshot the entire thing. As for mod rules, neither of the mods has an entry there.

 

 

I tried to attach the vortex.log and got this...

 

So I made a copy and added the .txt to it. (It's called "vortex.log" not "vortex.txt") and now it's too big to upload :sad:

 

 

Note: I just wanted to add I really like Vortex. I like the way it works. I wish more mod authors would work more closely with LOOT instead of complaining about load orders.

 

 

 

 

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I'd say it's 100% an issue with Vortex. It told me like half my mods were redundant, even ones that changed things that NO other rmod touches. I even reinstalled the "offending" mods, careful to make sure what was going on, and it's still giving me the warnings. Just another in a mountain of issues with Vortex. Vortex has some really good stuff for it, but it has a lot of issues too.

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Sorry, but part of the problem is the fact that we, as users, don't have any way of preventing Vortex from overwriting files. It's reading mods as redundant due to it automatically overwriting files deployed by other mods. It sees the duplication and calls the second mod redundant. A good example is the 155mm howitzer mod. It runs great with Angry Artillery as long as you don't allow AA to override any of the files from 155. Installing with Vortex doesn't give us the option to stop it. Therefore AA becomes redundant in Vortex's eyes. Should be pretty easy to duplicate too...

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Sorry, but part of the problem is the fact that we, as users, don't have any way of preventing Vortex from overwriting files. It's reading mods as redundant due to it automatically overwriting files deployed by other mods. It sees the duplication and calls the second mod redundant. A good example is the 155mm howitzer mod. It runs great with Angry Artillery as long as you don't allow AA to override any of the files from 155. Installing with Vortex doesn't give us the option to stop it. Therefore AA becomes redundant in Vortex's eyes. Should be pretty easy to duplicate too...

 

 

You don't understand how Vortex works then, you think that Vortex overwrites files the same way that NMM overwrites them, and that's not true.

 

If you choose to have a Mod Overwrite another in Vortex, by using the LOAD BEFORE, or LOAD AFTER choice, you can easily reverse your decision by picking the same mods andCchanging the LOAD AFTER or LOAD BEFORE sorting rule.

 

The only way you could fix that in NMM was by uninstalling the mods, and re-installing them in the correct order.

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Sorry, but part of the problem is the fact that we, as users, don't have any way of preventing Vortex from overwriting files. It's reading mods as redundant due to it automatically overwriting files deployed by other mods. It sees the duplication and calls the second mod redundant. A good example is the 155mm howitzer mod. It runs great with Angry Artillery as long as you don't allow AA to override any of the files from 155. Installing with Vortex doesn't give us the option to stop it. Therefore AA becomes redundant in Vortex's eyes. Should be pretty easy to duplicate too...

 

 

You don't understand how Vortex works then, you think that Vortex overwrites files the same way that NMM overwrites them, and that's not true.

 

If you choose to have a Mod Overwrite another in Vortex, by using the LOAD BEFORE, or LOAD AFTER choice, you can easily reverse your decision by picking the same mods andCchanging the LOAD AFTER or LOAD BEFORE sorting rule.

 

The only way you could fix that in NMM was by uninstalling the mods, and re-installing them in the correct order.

 

@Hawk2495 The root of that issue is LOOT. The number of mods has exploded and there seems to be some serious communication problems within the modding community. LOOT doesn't know mod B needs to be loaded after mod A.

 

@Hadtoregister Your answer is irrelevant. No conflict was detected therefore he has no way to choose which mod loads before or after. When a "redundancy" is detected you are only giving the choices to remove a mod or ignore the message. Also, in NMM you can manually sort the load order quite easily.

 

And "Manual load order sorting" is the one feature everyone keeps asking for so why isn't it being added?

 

The "way Vortex works" is the main reason I like it. Think Texmod people. Your not really "overwriting" anything, your just "loading" modded things into the current instance of the game. The original files are untouched. This makes it all so much safer. It's so easier now to pop mods in for testing, then disable or remove them.

 

 

As for me, I'm running over 150 mods and the only issue I've got is the message popping up saying 2 of my mods are "empty (LC's screenshot assistant) or redundant (Heathers Bodyslide files) which is causing no problems, it's just an error I wanted the guys developing Vortex to be aware of.

 

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No conflict was detected therefore he has no way to choose which mod loads before or after. When a "redundancy" is detected you are only giving the choices to remove a mod or ignore the message. Also, in NMM you can manually sort the load order quite easily.

Where is only 3 reasons a mod is "redundant" and these are:

 

* 1: The mod don't include any file at all.

* 2: All files in mod are being overwritten by one (or more) other mods.

* 3: Vortex has a bug and report mod is "redundant" even it's not.

 

For 1, by right-clicking mod and choosing option to open in file explorer, it's easy to verify if mod is empty or not.

 

For 3, if a mod shows-up as "redundant", take a look on the "Conflicts"-column (on mods tab). Is where a red or green lightning-bolt in this column for this mod? If where are no lightning-bolt and mod is listed as "redundant" and it's not empty mod, it is a Vortex bug and a bug-report including a picture showing mod is "redundant" + picture of mod-tab showing where's no lightning-bolt for mod would be advisable.

 

If 3 and you do have a lightning-bolt, it's still a possibility the "redundant" is wrong. To verify this you'll need to check all the mods the "redundant" is conflicting with to make sure not all files are overridden.

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Sorry, but part of the problem is the fact that we, as users, don't have any way of preventing Vortex from overwriting files. It's reading mods as redundant due to it automatically overwriting files deployed by other mods. It sees the duplication and calls the second mod redundant. A good example is the 155mm howitzer mod. It runs great with Angry Artillery as long as you don't allow AA to override any of the files from 155. Installing with Vortex doesn't give us the option to stop it. Therefore AA becomes redundant in Vortex's eyes. Should be pretty easy to duplicate too...

This is simply incorrect. Vortex gives users absolute authority over the file overwrites involved in resolving file conflicts.

 

Your "good example" of this is a very poor example. I have both AA and 155mm Howitzer installed, and Vortex did not notify me that they were redundant when I installed them. It did notify me that there was a file conflict that needed to be resolved . (I suspect you are confusing the terms "redundant" and "file conflict.") When I installed the two mods, I installed AA first and then enabled and deployed it. Next I installed 155mm Howitzer and enabled it. At that point Vortex did not blindly go about overwriting everything with no opportunity for me to intervene. As I said earlier, Vortex stopped and asked me how I wanted to handle the overlapping files. I set a rule that 155mm Howitzer load after AA, then re-deployed, and then played Fallout4. The two mods played well and continue to play well together.

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Sorry, but part of the problem is the fact that we, as users, don't have any way of preventing Vortex from overwriting files. It's reading mods as redundant due to it automatically overwriting files deployed by other mods. It sees the duplication and calls the second mod redundant. A good example is the 155mm howitzer mod. It runs great with Angry Artillery as long as you don't allow AA to override any of the files from 155. Installing with Vortex doesn't give us the option to stop it. Therefore AA becomes redundant in Vortex's eyes. Should be pretty easy to duplicate too...

 

 

You don't understand how Vortex works then, you think that Vortex overwrites files the same way that NMM overwrites them, and that's not true.

 

If you choose to have a Mod Overwrite another in Vortex, by using the LOAD BEFORE, or LOAD AFTER choice, you can easily reverse your decision by picking the same mods andCchanging the LOAD AFTER or LOAD BEFORE sorting rule.

 

The only way you could fix that in NMM was by uninstalling the mods, and re-installing them in the correct order.

 

@Hadtoregister Your answer is irrelevant. No conflict was detected therefore he has no way to choose which mod loads before or after. When a "redundancy" is detected you are only giving the choices to remove a mod or ignore the message. Also, in NMM you can manually sort the load order quite easily.

 

HadToRegister's answer is quite relevant and spot on. Contrary to Hawk2495's claim. Vortex does detect the file conflict between the two mods mentioned by Hawk2495, and Vortex does give the user the opportunity to resolve that conflict through an appropriate rule. (I have discussed this in a bit more detail in the previous post.) As a result, I have no idea what Hawk2495 is actually talking about. Also it would seem that he doesn't understand how Vortex works, as HadToRegister has said.

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