AugustaCalidia Posted March 16, 2019 Share Posted March 16, 2019 On 3/16/2019 at 7:33 PM, Frittyblack said: And one of my other mods (lets call it A) asked me via sub-package if I would like to install sth like a patch for mod B. I said yes and the mod was installed.Now after enabling the mods, I get a conflict message, that both mods do conflict. Normally I would expect that I now simply put the Patch at the end of the load order and everything is fine. But there is no Patch plugin. So I have to assume that the patch is within the installation of A ? If so, that would mean I have to load A after B. But B requires A. So what to do now ?!?A file conflict message will always involve at least two mods. Pick the mod that you want to "win" the conflict and set a rule for it to load after the other mod. Once you assign the "load after" rule, Vortex will automatically assign "load before" to the mod that didn't win. Link to comment Share on other sites More sharing options...
HadToRegister Posted March 16, 2019 Share Posted March 16, 2019 Rule of thumb, a mod PATCH, should always be set to "LOAD AFTER" the mod it's conflicting with, that way the PATCH esp wins the conflict. Link to comment Share on other sites More sharing options...
Frittyblack Posted March 16, 2019 Author Share Posted March 16, 2019 Yes, but I think that does not help. For example this XP32 skeleton mod, when installing this I can choose optional sub-packages, some of them are called "compatibility patch", for example for Enderal on some more. Then I choose this option, but what then? It seems there is no extra file as "compatibility patch" created, so how to solve the conflict?edit: I now chose to load XP32 after other mods, since I assume XP32 includes the compatibilty patch in his files now... unfortunately I can not check ingame, cause I have no clue about the different skeleton files and their look ingame :Dthe redundant message about Respawn Fix did by the way did only go away after restart of vortex, not after deploying without restart. Link to comment Share on other sites More sharing options...
Frittyblack Posted March 16, 2019 Author Share Posted March 16, 2019 hmm few mods are sstill not working, one had still wrong folder format, I fixed it manually and now it works.But FNIS Sexy-Move is not working, while iot worked with Wrye Bash. It tells me FNIS generation failed. I had this error message also with Wrye Bash when I did not start the game via skse64-loader, but I checked twice that vortex is starting via this loader and I also started the game directly via thsi loader, but I still get this error. Also the folder structure of FNIS looks alright... hm... Link to comment Share on other sites More sharing options...
AugustaCalidia Posted March 17, 2019 Share Posted March 17, 2019 On 3/16/2019 at 11:42 PM, Frittyblack said: hmm few mods are sstill not working, one had still wrong folder format, I fixed it manually and now it works.But FNIS Sexy-Move is not working, while iot worked with Wrye Bash. It tells me FNIS generation failed. I had this error message also with Wrye Bash when I did not start the game via skse64-loader, but I checked twice that vortex is starting via this loader and I also started the game directly via thsi loader, but I still get this error. Also the folder structure of FNIS looks alright... hm...There are several extensive threads about FNIS in this forum. Use the search function to locate them. Hopefully you'll find the help you need there. Link to comment Share on other sites More sharing options...
HadToRegister Posted March 17, 2019 Share Posted March 17, 2019 On 3/16/2019 at 11:42 PM, Frittyblack said: hmm few mods are sstill not working, one had still wrong folder format, I fixed it manually and now it works.But FNIS Sexy-Move is not working, while iot worked with Wrye Bash. It tells me FNIS generation failed. I had this error message also with Wrye Bash when I did not start the game via skse64-loader, but I checked twice that vortex is starting via this loader and I also started the game directly via thsi loader, but I still get this error. Also the folder structure of FNIS looks alright... hm... Be sure to turn off the Run FNIS after Deployment Event, in SETTINGS also, be sure to set FNIS up properly in your dashboard Your paths should be somewhat similar to mine TARGET - D:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\tools\GenerateFNIS_for_Users\GenerateFNISForUsers.exe START IN - D:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\tools\GenerateFNIS_for_Users\ Link to comment Share on other sites More sharing options...
Frittyblack Posted March 17, 2019 Author Share Posted March 17, 2019 ah yes, I forgot about the Fnis exe, cause I read somewhere that Vortex would do this automatically... ok, only after I enable it, thanks "HadToRegister" (I guess you meant "switch on" not "switch off")One thing about folder structure:Is it intended to have a "data" folder within the "Data" folder? It comes from the german USSEP , the folder structure of this is: USSEP - 416 - Deutsche Sprache\data\sound\voice\unofficial skyrim special edition patch.esp\dlc1maleuniqueharkon , which results in Data/data.... I guess I have to remove the "data" folder from the zip file and install it again?edit:can answer the question myself, since there is also a "bug" report about it and the new version (which I will download now) is correctly packed: https://www.nexusmods.com/skyrimspecialedition/mods/100?tab=bugs Thank you all for your help!!! Hope I can finally play a game in some days :D Link to comment Share on other sites More sharing options...
rmm200 Posted March 17, 2019 Share Posted March 17, 2019 He actually meant "switch off". FNIS is somewhat less finicky if you run it when you intend to.That is certainly the way I run it. Manually, at my request. Just don't forget. Link to comment Share on other sites More sharing options...
HadToRegister Posted March 17, 2019 Share Posted March 17, 2019 On 3/17/2019 at 10:54 AM, Frittyblack said: ah yes, I forgot about the Fnis exe, cause I read somewhere that Vortex would do this automatically... ok, only after I enable it, thanks "HadToRegister" (I guess you meant "switch on" not "switch off") Nope, as rmm200 said, I mean Switch OFF You don't want FNIS to run every single time you deploy a mod or mods Link to comment Share on other sites More sharing options...
Frittyblack Posted March 18, 2019 Author Share Posted March 18, 2019 Can someone tell me how to add depencies for mods? I enabled the depencies row and in the tutorial videos I saw I can simply drag and drop to add depencies.But while holding the left mouse button to drag it, I can not scroll, neither via mouse nor via up/down key arrows, so I see no way to drop it in the correct mod ?! Link to comment Share on other sites More sharing options...
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