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Question about manage conflict? Before vs After


babydiehard

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Hello. So I just switched from NMM to Vortex and I have question about conflict priority. So for expample if I want mod B to overwrite mod A. Should I set mod A load after or before mod B"?

 

*Caps Lock is for EMPHASIS only :smile:

 

 

In order to get MOD B to overwrite MOD A, you tell Vortex to have MOD B LOAD AFTER MOD A.

-or-

tell Mod A to LOAD BEFORE Mod B

(I like to stick with LOAD AFTER to be consistent, so for example, if I had the same setup as you, I personally would set my rule this way: instead of telling Mod A to LOAD BEFORE Mod B, I would tell MOD B, to LOAD AFTER Mod A)

 

Everything trickles down in the load order from Top to Bottom.

That's how I always picture it, so whatever is LOWER in the load order "wins"

 

So, you could either tell MOD A, to LOAD BEFORE Mod B, or you could tell MOD B, to LOAD AFTER Mod A.

 

 

___________________________________

MOD A

MOD B (LOAD AFTER MOD A)

 

Textures from MOD B wins

 

Load order ends up being

 

MOD A

MOD B

__________________________________

 

MOD A

MOD B (LOAD BEFORE MOD A)

 

Textures from MOD A wins

 

Load order ends up being

 

MOD B

MOD A

 

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i hate to raise the spectre of past (and ongoing) conversations around plugin load order:) But for other readers and myself can you confirm my perception HTR that the 'mods' page 'load after' and 'load before' is all about meshes, textures etc? That the esps and maybe esm files that are displayed in the 'plugins' tab are all dealt with by loot in the main and are not affected by 'load after' or 'load before' in the 'mods' tab?

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i hate to raise the spectre of past (and ongoing) conversations around plugin load order:) But for other readers and myself can you confirm my perception HTR that the 'mods' page 'load after' and 'load before' is all about meshes, textures etc? That the esps and maybe esm files that are displayed in the 'plugins' tab are all dealt with by loot in the main and are not affected by 'load after' or 'load before' in the 'mods' tab?

 

 

YES.

 

Just like with MO and MO2, by the same author of Vortex.

 

PLUGINS = ESP

 

MODS = BA2, BSA, Loose Meshes, Loose Textures etc.

 

When you deal with Mod conflicts on the Mod tab (which is what you'll do 95% of the time), you are dealing with Textures/Meshes being overwritten, and which ones you want to "win" the conflict.

 

When you deal with anything on the PLUGINS tab (which most people who come from NMM INSIST on doing), you're just dealing with ESPs

LOOT handles the PLUGINS tab, which leaves you free to spend the time where it really counts....the Meshes and Textures.

 

 

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Hello. So I just switched from NMM to Vortex and I have question about conflict priority. So for expample if I want mod B to overwrite mod A. Should I set mod A load after or before mod B"?

 

*Caps Lock is for EMPHASIS only :smile:

 

 

In order to get MOD B to overwrite MOD A, you tell Vortex to have MOD B LOAD AFTER MOD A.

-or-

tell Mod A to LOAD BEFORE Mod B

(I like to stick with LOAD AFTER to be consistent, so for example, if I had the same setup as you, I personally would set my rule this way: instead of telling Mod A to LOAD BEFORE Mod B, I would tell MOD B, to LOAD AFTER Mod A)

 

Everything trickles down in the load order from Top to Bottom.

That's how I always picture it, so whatever is LOWER in the load order "wins"

 

So, you could either tell MOD A, to LOAD BEFORE Mod B, or you could tell MOD B, to LOAD AFTER Mod A.

 

 

___________________________________

MOD A

MOD B (LOAD AFTER MOD A)

 

Textures from MOD B wins

 

Load order ends up being

 

MOD A

MOD B

__________________________________

 

MOD A

MOD B (LOAD BEFORE MOD A)

 

Textures from MOD A wins

 

Load order ends up being

 

MOD B

MOD A

 

 

Capslock is for Robot.

Thank you. This is very simple thing but sometime can be confusing. In NMM if you want mod B to overwrite mod A just press overwrite during installation. In Mod Organizer, if you want mod B to win over mod A. You have to set mod A to load after mod B. Causing a lot of confusion for me when I switch to Vortex.

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Capslock is for Robot.

 

 

Thank you. This is very simple thing but sometime can be confusing. In NMM if you want mod B to overwrite mod A just press overwrite during installation. In Mod Organizer, if you want mod B to win over mod A. You have to set mod A to load after mod B. Causing a lot of confusion for me when I switch to Vortex.

 

 

Here's the thing though, in NMM when you tell NMM to overwrite during installation, if you overwrote the wrong mod (say Mod A overwrites Mod B), and you actually wanted Mod B to overwrite Mod A, it would require you to uninstall BOTH, Mod A and Mod B, and install them in the correct order to overwrite.

 

With Vortex, if you accidentally tell Mod A to LOAD AFTER Mod B (Meaning Mod A overwrites Mod B, in my example above), and found out you overwrote the wrong mod, all you need to do, is erase that rule, and make another rule that tells Mod B to LOAD AFTER Mod A, and Vortex will restore all of the overwritten files, and overwrite the correct ones instead.

No Uninstalling and Reinstalling.

 

LOAD BEFORE = Mod is Overwritten by the other mod

 

LOAD AFTER = Mod overwrites the other mod

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@babydiehard

 


 

Thank you. This is very simple thing but sometime can be confusing. In NMM if you want mod B to overwrite mod A just press overwrite during installation. In Mod Organizer, if you want mod B to win over mod A. You have to set mod A to load after mod B. Causing a lot of confusion for me when I switch to Vortex.

 

To "load after" means to "load last." The meshes/textures that load last are the ones that win. This is true in Vortex, in NMM, and in MO. In NMM the overwrite menu allows you to select which meshes/textures load last, not before. The same is true in MO. In MO an overwrite is achieved by dragging the overwriting mod below the overwritten mod. In MO, dragging below means load after. In your MO example, this means that mod B loses if mod A loads after, not the other way around.

 

Here's a picture of how MO handles overwrites:

 

jkj3fV4.png

 

Notice that the two overwriting files for 3DNPC are placed below the mod, which means they load after, which in turn means they load last and win.

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