AugustaCalidia Posted August 29, 2019 Share Posted August 29, 2019 @oblivionfan52 Correct me if I'm wrong, but wouldn't disabling an individual mod accomplish the same thing? When you disable, the hard link is severed (i.e., purged). When you enable, the hard link is restored via deployment. Link to comment Share on other sites More sharing options...
HadToRegister Posted August 29, 2019 Share Posted August 29, 2019 @oblivionfan52 Correct me if I'm wrong, but wouldn't disabling an individual mod accomplish the same thing? When you disable, the hard link is severed (i.e., purged). When you enable, the hard link is restored via deployment. But how to you Disable a mod with no ESP without completely uninstalling it? OR, is PURGE just a MASS DISABLE? I guess we need an official word on that Link to comment Share on other sites More sharing options...
AugustaCalidia Posted August 29, 2019 Share Posted August 29, 2019 @oblivionfan52 Correct me if I'm wrong, but wouldn't disabling an individual mod accomplish the same thing? When you disable, the hard link is severed (i.e., purged). When you enable, the hard link is restored via deployment. But how to you Disable a mod with no ESP without completely uninstalling it? OR, is PURGE just a MASS DISABLE? I guess we need an official word on that You disable a mod with no ESP in the same way you do one with an ESP - you push the "Enabled" button to "turn off" the mod. Disabling an ESP-less mod doesn't uninstall it, because it's still installed in the Mod Staging Folder. Rather, it severs the mod's hard link. In that sense disabling is a kind of purging as it achieves the same results in the game data folder as purging does. However, pushing the "Purge" button does not effect a mass disabling, because the mods page continues to show the mods as enabled. Apparently, a "Disable" purge and a "Purge" purge are two different kinds of purge. We need and seek Tannin42's wisdom here. Link to comment Share on other sites More sharing options...
Tannin42 Posted August 29, 2019 Share Posted August 29, 2019 Whenever you deploy, Vortex ensures that the files from the enabled mod and only those are linked into the data directory. If you disable a mod (on the mods page) it's still installed in the staging folder but when you deploy Vortex removes and if the disabled mod had previously "overwritten" files from a conflicting mod, the files from that other mods would now be linked.So really deploy should always ensure that the files are linked exactly as they should be based on the enabled mods and their order. I've been thinking about a "selective deployment" where you can deploy only specific mods. For one thing this would allow us to speed up the deployment after enabling a mod and also it could be used for troubleshooting where Vortex could help you find the mod causing problems via bisection:1. "undeploying" half of the mods (obeying "requires" rules)2. have the user test if the problem still occurs3a. if it does, undeploy half of the mods currently deployed (still obeying "requires" rules)3b. if it doesn't, redeploy half of the mods currently undeployed (but enabled)4. goto 2 This is preferable over disabling the mods because you don't have to remember which mods were supposed to be enabled and reenable them yourself later. But right now the deployment process does a bunch of other stuff, like checking if files have been modified, updating ini files, running fnis, for some games we have to repackage asset archives and so on.Our "selective" deployment would have to skip all that to be quick but then we have essentially a new operation like "deploy" and "deploy and friends" and I'm not entirely sure it's safe to divorce those features from the deployment.e.g. the fnis check calculates the hashes for all the deployed animation files before deployment then again after and if anything changed, it re-runs fnis. If you now run a "light" deployment without the fnis check, how would we later find out about the animations changed during that deployment? And btw.: Why am I posting all this in a thread called "Vortex sucks"? Damn... Link to comment Share on other sites More sharing options...
Guest deleted34304850 Posted August 29, 2019 Share Posted August 29, 2019 And btw.: Why am I posting all this in a thread called "Vortex sucks"? Damn...because we can't change the title to "I'm a 40 year old man child who cannot take responsibility for his actions". :P Link to comment Share on other sites More sharing options...
oblivionfan52 Posted August 29, 2019 Share Posted August 29, 2019 @oblivionfan52 Correct me if I'm wrong, but wouldn't disabling an individual mod accomplish the same thing? When you disable, the hard link is severed (i.e., purged). When you enable, the hard link is restored via deployment.Purge is different than disable or uninstall because it's global only, and when purge is used it cleans up all of the files and folders in the data folder. Disable disables the mods, and uninstall uninstalls the mods but both leave empty folders lying around. Now I know that those empty folders don't really hurt anything but I like to know that when I uninstall a mod everything involved with that mod is gone including empty folders. A global purge of all mods to clean up files and folders for one uninstalled mod seems a little excessive which is one reason I was wondering if a purge of a single mod is possible. Now a global purge and redeploy is not really a problem so maybe I'm just being nit-picky. Link to comment Share on other sites More sharing options...
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