theFuzzyWarble Posted September 29, 2019 Share Posted September 29, 2019 How possible is it for an interface to query the deployed virtual file structure and make it queryable so we can pinpoint which mods own their file's "won" positions? Meaning, if I'm trying to find a texture tied to a mesh, I can quickly use this tool to see what mod the texture on the path is being pulled from in my load order. BONUS: Not sure if vortex can/is actively parsing bsa file structures, but if possible adding these to the query data would be great, and flagging them so we know where to extract what we need. Would just make this kind of workflow tighter. Thanks Link to comment Share on other sites More sharing options...
theFuzzyWarble Posted October 13, 2019 Author Share Posted October 13, 2019 Nothing? Still looking for the best way to tackle this.. Link to comment Share on other sites More sharing options...
HadToRegister Posted October 14, 2019 Share Posted October 14, 2019 The "Won" position is determined and can be viewed on the MODS tab, depending if the mod LOADS BEFORE or LOADS AFTER another mod Link to comment Share on other sites More sharing options...
Zanderat Posted October 14, 2019 Share Posted October 14, 2019 The "Won" position is determined and can be viewed on the MODS tab, depending if the mod LOADS BEFORE or LOADS AFTER another modYes. You can further see/control it at the individual file level, as well. Link to comment Share on other sites More sharing options...
Gaznevada Posted October 14, 2019 Share Posted October 14, 2019 Shameless autopromotion: maybe you'll find this mod useful. https://www.nexusmods.com/fallout4/mods/40600 Regards, Link to comment Share on other sites More sharing options...
theFuzzyWarble Posted October 15, 2019 Author Share Posted October 15, 2019 Shameless autopromotion: maybe you'll find this mod useful. https://www.nexusmods.com/fallout4/mods/40600 Regards, This looks promising!I will check it out and let you know if it helps Gaznevada. @HadToRegister: Yes, I am familiar with that but it's hard to easily scan if the mods are scattered across the list sorted by installed order. I have to now go through all the potential suspects, add a tag to the mod name so i can filter by that tag to group them together, investigate and see what I find. {{This is just my workflow, as I suffer from severe nausea, so I try to avoid scrolling LOOONG lists of text.}} And again, that's if the conflicts are loose files, which is simple.Gaznevada's tool can hopefully bridge the gap in that department for BSAs. I guess what I'm looking for is somehow integrating the BSA Browser library into Vortex and passing the bsa file tree over to Vortex's reporting api, in line with the loose file reporting.Hehe, but now thinking about it, the uncompressing/parsing of dozens to hundreds of BSAs... yeah, ok I get it now.Thanks guys, you helped me think out loud. --- Now if there were a tool to offload this.. :devil: Link to comment Share on other sites More sharing options...
Gaznevada Posted October 15, 2019 Share Posted October 15, 2019 @theFuzzyWarble: please, would you be so kind telling me if you catch bugs, issues or the like? If you will use the tool, I mean... For example I found that on MinGW-64/Msys2 there are some glitches. Regards, Link to comment Share on other sites More sharing options...
theFuzzyWarble Posted October 15, 2019 Author Share Posted October 15, 2019 @theFuzzyWarble: please, would you be so kind telling me if you catch bugs, issues or the like? If you will use the tool, I mean... For example I found that on MinGW-64/Msys2 there are some glitches. Regards, Will do, I gave a quick go lastnight but ran into script errors.I'm a bash novice but I tried debugging it myself.I am running MinGW-64 i believe via git's install. I'll have to dig deeper when I have some more time though. Thanks for the headsup! Link to comment Share on other sites More sharing options...
Gaznevada Posted October 15, 2019 Share Posted October 15, 2019 @theFuzzyWarble: OK, fixed, updated and working for both Mingw32/Msys and MinGW64/Msys2. Hopefully... If you prefer, instead of downloading the entire mod, please change pushd "${DATADIR}" 2>&1 > /dev/null into pushd "${DATADIR}" > /dev/null in both lines 292 and 308 MinGW64 is way more picky than MinGW32. Hope this helps. Regards, Link to comment Share on other sites More sharing options...
theFuzzyWarble Posted October 18, 2019 Author Share Posted October 18, 2019 {{ I'd take this to a DM but it might help others }} Thanks, these were the two lines I first had issue with.I got around that, but now it doesn't like line 311:https://pastebin.com/SVSR7BgQ Link to comment Share on other sites More sharing options...
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