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incorrectly saying mode are redundant.


MadeUpName92

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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...

 

 

These two mods have one file in common: "scripts\ArtilleryReferenceScript.pex". Only one of those files can be deployed to the game. The same is true whether you use Vortex, NMM, MO, Wrye Bash, any other mod manager or manually install the mods. You have to resolve this conflict no matter how you install the mod, the only difference is how that is presented to you in the UI.

But: Both 155mm and AA contain other files that are unique to that mod and that's why neither is redundant and Vortex doesn't report either as redundant unless one of the mods is not fully installed or you actually have further mods installed and enabled that replace the rest.

If you have two versions of AA installed and enabled, one of them will be redundant.

 

Vortex only reports mods as redundant if they have absolutely no effect on the game whatsoever.

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I think the last Version of Vortex is a little bit Buggy.As i write it before i have that Problem with redundant Mod with near all my Translation Mods.I Install first the Original Mod as is needed and after the Translation.Vortex say me then that the translation Mod is redundant.So i make Rules Original Mod load first Translation Mod after.Vortex say me again Translation Mod is Redundant.

 

 

Vortex only reports mods as redundant if they have absolutely no effect on the game whatsoever.

 

Thats not true as many Mods that Vortex say me are Redundant work perfect ingame and some most of the time the translation Mods not.

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I think the last Version of Vortex is a little bit Buggy.As i write it before i have that Problem with redundant Mod with near all my Translation Mods.I Install first the Original Mod as is needed and after the Translation.Vortex say me then that the translation Mod is redundant.So i make Rules Original Mod load first Translation Mod after.Vortex say me again Translation Mod is Redundant.

 

 

Vortex only reports mods as redundant if they have absolutely no effect on the game whatsoever.

 

Thats not true as many Mods that Vortex say me are Redundant work perfect ingame and some most of the time the translation Mods not.

 

Could you give me examples of the mods and translation mods you are using (ideally with links) so I can see for myself?

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https://www.nexusmods.com/fallout4/mods/13884?tab=description

For this Mod Vortex say me the main Mod is Redundant and even the translation Mod so Both :smile:

 

 

https://www.nexusmods.com/fallout4/mods/16387/?

For this Vortex say the German Translation Mods are Redundant.And i can do what i want with rules Vortex don't change mind on that :smile:

 

https://www.nexusmods.com/fallout4/mods/16387/?

https://www.nexusmods.com/fallout4/mods/2228

For this 2 Vortex first say me the German translation are Redundant but after installing them 3 times new Vortex take them out of the list.

 

https://www.nexusmods.com/fallout4/mods/31088

This mod vortex say me its even redundant but it don't have an translation.But its Work Perfect ingame so real no need to disable it.

 

https://www.nexusmods.com/fallout4/mods/17686

For this Mod the German Translation Mod is Redundant and nothing help no load order no load rules real nothing. And this Mod ingame Work but not the Translation

 

That are only some of them if not i have to make an real endless list as with this update from Vortex seams that a lot of Mods become Redundant and i know my Mods i have them for Years and they all was working perfect in the last Vortex version where nothing was Redundant.And with NMM they even Work always Perfect.

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@GladiusVictorius. Using Vortex 0.17.3 I installed DOOMBASED Weapons Merged and its German translation DOOMBASED Weapons - German. Vortex did not warn that there were redundant mods. Rather, Vortex warned that there were conflicts. I set a rule that the German translation load after "DOOMBASED Weapons Merged." The conflict warning disappeared. I then deployed and started Fallout 4. There were no problems, and the German text appeared in all the appropriate places.

 

I followed the same procedure with K-9 Harness for Dogmeat and got the same results

 

In addition to installing and enabling the mods with Vortex, I also examined them with FO4Edit, once the mods were installed and enabled. In both cases FO4Edit loaded only the German translation .esp's.

 

I suspect that I would achieve the same results with the other mods that you have listed.

 

Normally a translation mod consists of an .esp only which replaces the original language .esp (English, in this case) and nothing else. The translation mod does not contain the original main files. These files must be downloaded and installed separately. There is no redundancy in this situation, but there is a conflict between .esp's that needs to be resolved by setting a rule.

 

Are you possibly confusing the terms "redundant" and "conflict?"

 

Finally, "DOOMBASED Weapons Merged" looks like an awesome mod. I've made it a permanent addition to my Fallout 4 game. Thank you for calling it to my attention.

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@GladiusVictorius. Using Vortex 0.17.3 I installed DOOMBASED Weapons Merged and its German translation DOOMBASED Weapons - German. Vortex did not warn that there were redundant mods. Rather, Vortex warned that there were conflicts. I set a rule that the German translation load after "DOOMBASED Weapons Merged." The conflict warning disappeared. I then deployed and started Fallout 4. There were no problems, and the German text appeared in all the appropriate places.

 

I followed the same procedure with K-9 Harness for Dogmeat and got the same results

 

In addition to installing and enabling the mods with Vortex, I also examined them with FO4Edit, once the mods were installed and enabled. In both cases FO4Edit loaded only the German translation .esp's.

 

I suspect that I would achieve the same results with the other mods that you have listed.

 

Normally a translation mod consists of an .esp only which replaces the original language .esp (English, in this case) and nothing else. The translation mod does not contain the original main files. These files must be downloaded and installed separately. There is no redundancy in this situation, but there is a conflict between .esp's that needs to be resolved by setting a rule.

 

Are you possibly confusing the terms "redundant" and "conflict?"

 

Finally, "DOOMBASED Weapons Merged" looks like an awesome mod. I've made it a permanent addition to my Fallout 4 game. Thank you for calling it to my attention.

No its definitely Mods are redundant.

With the older Version of Vortex it was same for me it say me there is a Conflict and i fix it same as you with rules and all Work fine with this actual Version of Vortex near all Conflict even for Mods im sure they have Conflicts disappear and that with no rules but i get a lot of message that even very important main Mods are Redundant.

Today i Fix some of the redundant Mods but don't know how.I Change only the place from my staging Folder from one folder to another on the same drive.After i reinstall some of the Redundant Mod as see that some of the Message for some Mod are redundant disappear and it Work for most of the Mods now only 5 Mods remain that im not able to Fix.Dont know what is wrong with my Vortex then as i write for me its really buggy hope the next version fix it or i go back to the older Version where all was perfect.

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