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Track updates of modding APIs in Vortex


Vrakyas

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Well they do...

Data is a level in the Archive.

Vortex Install goes to extra work to strip it out.

For normal mods, they have to or we get things like Data/Data.

 

 

IF they did it the proper way, the SKSE_Loader.exe would be in the root of the zip, not inside ANOTHER folder inside the ZIp

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Well they do...

Data is a level in the Archive.

Vortex Install goes to extra work to strip it out.

For normal mods, they have to or we get things like Data/Data.

 

 

IF they did it the proper way, the SKSE_Loader.exe would be in the root of the zip, not inside ANOTHER folder inside the ZIp

 

 

Since it is a slow day today, I did as you suggested. I rezipped SKSE64 eliminating the top directory.

Same problem; Vortex Install eliminates the Data level. DInput Enable and Deploy creates a Scripts folder in the game directory.

Copy of rezipped SKSE64 attached.

Friendly challenge: Find a file structure that you can drop into Vortex and have it install correctly.

 

Well never mind i am not allowed to upload files. You will have to repackage your own.

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I always install Script Extenders manually anyway.
It's much easier, and zipping it up at the root level would allow you to pick EXTRACT here, and have everything go where it belongs.
Because they zip it up a level ABOVE that, using "Extract here" extracts the entire Script Extender Folder to the game root directory.

 

I do not like the "Turn Script Extender Into Mod" tutorial, as the language is far too confusing for beginners, and it's just easier for them to read the simple install instructions included in the Script Extender zip which consist of Two instructions

 

 

 


[ Installation ]
1. Copy the .dll and .exe files to your Skyrim SE directory. This is usually in your Program Files folder under Steam\SteamApps\common\Skyrim Special Edition\. If you see files named SkyrimSE and SkyrimSELauncher, this is the correct folder. Do not copy these files to the Data folder as with a normal mod. The "src" folder is only useful for programmers, most users can ignore it.
2. Copy the .pex files in Data\Scripts\ into the Data\Scripts\ folder of your installation. The .pex files are needed by all users of SKSE.
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I would really like to see Vortex extend the Dinput mod type to before Installation, and have Install leave the file structure alone.

That would work perfectly for SKSE and similar game root files.

Should also be a minor change, unless Vortex is really doing something weird with the mod type flag.

 

The value I find for Vortex in managing this mod is managing the many script entries. I don't want to keep track of those manually.

For now, I will go back to my old method. Install SKSE as a normal mod (which handles the scripts and tracks version) and copy the base executables manually.

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I would really like to see Vortex extend the Dinput mod type to before Installation, and have Install leave the file structure alone.

That would work perfectly for SKSE and similar game root files.

Should also be a minor change, unless Vortex is really doing something weird with the mod type flag.

 

 

Since Silverlock is consistently zipping up their Script Extenders the same way, (a sub Folder with the Version Number and the Name), then as long as they stick with that, I would think it would be something that Tannin42 could add, that would deal with that Zip structure specifically for the Script Extenders.

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I would really like to see Vortex extend the Dinput mod type to before Installation, and have Install leave the file structure alone.

That would work perfectly for SKSE and similar game root files.

Should also be a minor change, unless Vortex is really doing something weird with the mod type flag.

 

 

Since Silverlock is consistently zipping up their Script Extenders the same way, (a sub Folder with the Version Number and the Name), then as long as they stick with that, I would think it would be something that Tannin42 could add, that would deal with that Zip structure specifically for the Script Extenders.

 

 

Not specific to script extenders - I think it would cover the entire Dinput expected set of mods.

All we would be asking for is leave the archive structure alone.

I expect all game directory mods can comply with that.

Well qualification: Getting rid of the top level folder is fine. It is just noise. It is the Data folder I am trying to protect.

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The problem is that Vortex can't know automatically if a mod is supposed to go to the game directory, at best it can guess - which can go wrong and it's "magic" that may be non-obvious to users. This happened when we initially tried to auto-detect enbs.

 

I guess the best we can do is have a hard-coded list of known "mods" to use a specific mod type so it would treat skse, smapi, maybe a few others special and nothing else.

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The problem is that Vortex can't know automatically if a mod is supposed to go to the game directory, at best it can guess - which can go wrong and it's "magic" that may be non-obvious to users. This happened when we initially tried to auto-detect enbs.

 

I guess the best we can do is have a hard-coded list of known "mods" to use a specific mod type so it would treat skse, smapi, maybe a few others special and nothing else.

 

Would it be possible for those hand building archives to be able to add a file to the root of the archive to indicate that it should be extracted as is. For instance the Intrigued ENB needs to be manually downloaded and the required option(s) selected. If this put into the mods directory as a new folder Vortex complains, but if I create an archive of the folder and install it Vortex alters the layout.

 

As rmm200 suggests, an alternative would be some way of saying 'install as enb/dinput' (maybe as an advanced option) would be helpful :smile: .

 

By the way what is the difference, if any, between input and enb?

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The problem is that Vortex can't know automatically if a mod is supposed to go to the game directory, at best it can guess - which can go wrong and it's "magic" that may be non-obvious to users. This happened when we initially tried to auto-detect enbs.

 

I guess the best we can do is have a hard-coded list of known "mods" to use a specific mod type so it would treat skse, smapi, maybe a few others special and nothing else.

 

Is there a technical reason we can't set the dinput flag on a mod prior to install? That would be enough to keep Install from deleting the Data directory.

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