Jump to content

Vortex 1.0 Release


BigBizkit

Recommended Posts

In response to post #72351978.


  Reveal hidden contents


I'm not replying from the forum side just to quote a block of text, sorry. The form flow for this entire discussion reads worse than a plane crash.
Link to comment
Share on other sites

  • Replies 345
  • Created
  • Last Reply

Top Posters In This Topic

In response to post #72306943. #72307193, #72316718, #72316773, #72318533, #72320893, #72324058, #72328358, #72331288, #72342908, #72343558, #72344193, #72347828, #72350233, #72355698, #72356553 are all replies on the same post.


  Reveal hidden contents


I am not an infomercial, I am simply excited for the future of Vortex now that it's at 1.0
I am sorry there is confusion regarding terminology and methodology and that you dislike aspects of the program. There are a couple things I don't like either. But we need programs like Vortex as I strongly suspect companies like Bethesda will try to implement draconian mod programs of their own that lock players into their playground and not let anyone else in.

So when Vortex is a fully fleshed out powerhouse by the time the next Elder Scrolls comes out, it would be outrageous if they try to lock down modding and people will speak out hard.

Change is hard, and I personally hope you embrace the change and the confusion regarding terminology is cleared up. Vortex is the future and as such it will change the terminology for a whole new generation of gamer's. Us older folk like myself with families and responsibilities who can't devote as much time to the hobby can't wait until Vortex MOD PACK support comes out, etc.

Vortex I am sure as time goes on will become via plugins what everyone wants - and that leave you free Arthmoor to create a plug-in of exactly what you want! That's why Vortex is the mod manager of the future. At least from my perspective.
Link to comment
Share on other sites

In response to post #72306943. #72307193, #72316718, #72316773, #72318533, #72320893, #72324058, #72328358, #72331288, #72342908, #72343558, #72344193, #72347828, #72350233, #72355698, #72356553, #72357523 are all replies on the same post.


  Reveal hidden contents


  Quote
... I strongly suspect companies like Bethesda will try to implement draconian mod programs of their own that lock players into their playground and not let anyone else in.

I think this is paranoid at best. Vortex also isn't a miracle waiting to happen for Starfield or TES VI. Anything Vortex can do, actual mod managers can do better, and anything THOSE can do can be replicated through entirely manual means if necessary. None of these tools are going to stop any publisher from doing anything, but Bethesda is also not the one you should be worried about.

As far as me being free to adopt Vortex and bend it to my will, I see no reason why I should ever want to do that. It lacks a fundamental feature that the developers have said they will never incorporate. That's fine. Wrye Bash is a superior program anyway and has all of the features for proper mod management that I need, and that many others need.
Link to comment
Share on other sites

Guest deleted34304850

out of pure interest, can you explain why you use language like "proper mod manager" when talking about vortex? what, in your opinion is the difference that marks vortex as *something* and another program that does similar (note: not the same) function as something else?

not being arsey here, just genuinely interested in your own definition of what constitutes a mod manager. if you don't want to throw it up here where it would get lost, would you mind if i sent you a message asking the same thing?

also - not at all related to this discussion - but once again, thanks for the latest ufo4p patch. the work you and the team do is, genuinely, appreciated.

Link to comment
Share on other sites

Needs a loooot of work, s*** never deploys mods to directories after installing them, no matter what method of deployment I use. Going back to the good 'ol NMM where life was simple. Edited by CADR
Link to comment
Share on other sites

Guest deleted34304850

just putting this out there, because, well, honestly, i don't believe you - have you considered opening a ticket to get help and make it better, rather than do nothing and whine about it in the wrong place?

Link to comment
Share on other sites

In response to post #72374098.


  Reveal hidden contents


I use that language because it's an accurate description of the scenario. A proper mod manager allows for manually shifting a mod from one place in a load order to another - WITHOUT the additional steps necessary to enact a rule from a 3rd party program like LOOT.

MO/MO2, Wrye Bash, NMM (old and new), OBMM, and an entire slew of other lesser known stuff I can't think of right now all allow this for Bethesda games. Vortex does not. It's really just that simple.
Link to comment
Share on other sites

Guest deleted34304850
  On 8/8/2019 at 7:49 PM, Arthmoor said:

 

In response to post #72374098.

 

 

 

  Reveal hidden contents

I use that language because it's an accurate description of the scenario. A proper mod manager allows for manually shifting a mod from one place in a load order to another - WITHOUT the additional steps necessary to enact a rule from a 3rd party program like LOOT.

 

MO/MO2, Wrye Bash, NMM (old and new), OBMM, and an entire slew of other lesser known stuff I can't think of right now all allow this for Bethesda games. Vortex does not. It's really just that simple.

 

that's cool - appreciate your clarity on that. as i said i wasn't being snarky, i use discussions like this to educate myself.

Link to comment
Share on other sites

Vortex is awesome, if you get a recent version and take like 3 minutes to figure out how to do stuff within its paradigm. Like... every mod manager I've ever used, except slicker and more aware of modern concepts and conveniences.

 

But hey, crusade on *munches popcorn*

Anyone want some? It's the salty kind, my favorite.

 

to be fair - the (very) early versions had some definite issues, but it has improved by leaps and bounds (which is kind of expected for pre-1.0 versions...). You just have to approach it with an open mind and willing to learn the ropes, instead of fighting against it tooth and nail to get "your way" which is pretty much whatever way you were used to in older mod managers. It allows me to do all the crucial stuff I've been able to do with other mod managers and more. Plus it's pretty zippy.

 

And rules turn out to be pretty cool since they're applied consistently over time and over many sort actions after additions/subtractions of mods, like, um... oh yeah, LOOT. And flexible, since you can change them, too. Unless you like to manually re-order stuff every time, I guess.

 

You do you, YMMV and all that jazz but it's funny how one tool is cool because it has rule-based sorting and the other isn't because it has, um... *looks at notes* rule-based sorting.

Link to comment
Share on other sites

  On 8/8/2019 at 7:49 PM, Arthmoor said:

 

I use that language because it's an accurate description of the scenario. A proper mod manager allows for manually shifting a mod from one place in a load order to another - WITHOUT the additional steps necessary to enact a rule from a 3rd party program like LOOT.

 

MO/MO2, Wrye Bash, NMM (old and new), OBMM, and an entire slew of other lesser known stuff I can't think of right now all allow this for Bethesda games. Vortex does not. It's really just that simple.

 

 

 

Now, why don't you share how long you've actually worked with Vortex?

What games have you modded with it?

 

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...