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Is Vortex worth it?


jadenfrancis

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its gone from good to trash slow dl, fail to login and to fix this you need to buy perm i think ... maybe that's there goal

Go get an ice cream. You're blaming Vortex for site issues. Not saying you're wrong about the log-in and slow issues but it has zilch to do with Vortex. Now, the Russians on the other hand...

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its gone from good to trash slow dl, fail to login and to fix this you need to buy perm i think ... maybe that's there goal

Go get an ice cream. You're blaming Vortex for site issues. Not saying you're wrong about the log-in and slow issues but it has zilch to do with Vortex. Now, the Russians on the other hand...

 

 

It's not the Russians, it's the Thalmor.

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I liked that in NMM I could see which file was going to be overwritten and I could individually choose, file per file, which one to keep and which one to get overwritten.

It's too long since used NMM, so I can't remember if NMM did show the current mod being installed, in case batch-installed multiple mods...

 

After installation on the other hand I do remember where was no indication anywhere in NMM some of the files was overwritten by another mod, making it basically impossible to do any changes to the order, unless you disabled and re-enabled all mods.

 

In Vortex on the other hand it's easy to see example mod A and B conflicts, you can see a list of all conflicting files and it's easy to change per-file conflict "winner".

 

Note, in Vortex I would recommend to use the "Dependencies"-column to see and resolve conflicts since in this display only mods conflicting with the selected mod is shown. Using the "Manage Rules" that displays all the conflicting mods is to me a more difficult and time-consuming method.

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Note, in Vortex I would recommend to use the "Dependencies"-column to see and resolve conflicts since in this display only mods conflicting with the selected mod is shown. Using the "Manage Rules" that displays all the conflicting mods is to me a more difficult and time-consuming method.

 

 

I agree. Using the dependencies column rather than "Manage Rules" is much less confusing. If I click on "Manage Rules," I feel like I'm drowning in a sea of file conflicts.

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I liked that in NMM I could see which file was going to be overwritten and I could individually choose, file per file, which one to keep and which one to get overwritten.

It's too long since used NMM, so I can't remember if NMM did show the current mod being installed, in case batch-installed multiple mods...

 

After installation on the other hand I do remember where was no indication anywhere in NMM some of the files was overwritten by another mod, making it basically impossible to do any changes to the order, unless you disabled and re-enabled all mods.

 

In Vortex on the other hand it's easy to see example mod A and B conflicts, you can see a list of all conflicting files and it's easy to change per-file conflict "winner".

 

Note, in Vortex I would recommend to use the "Dependencies"-column to see and resolve conflicts since in this display only mods conflicting with the selected mod is shown. Using the "Manage Rules" that displays all the conflicting mods is to me a more difficult and time-consuming method.

 

Mods overwriting one-another's files no longer conflict. It's when using a manager like Vortex that wants you to make one load after the other that you can create conflicts. II relied mostly on LOOT to sort my load order and since it's now integrated into Vortex, I still rely on it. It's only for mods that make changes to the same cells or to textures and meshes in the same cells that you need to keep an eye on which mod loads first. Until now I have been using the small menu where you have to choose which mod has priority over another when there's a conflict, but more often than not when Vortex gives advice it's the wrong advice and you can end up with things not looking as you want when following Vortex.

 

I more or less like what Vortex does, but it still feels like an alpha release to me with much needed features missing or existing but being hidden, like the activating/deactivating of all plugins in one go. That shouldn't be a hidden feature that only half works but part of the 'Actions' menu on the plugin tab.

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with much needed features missing or existing but being hidden, like the activating/deactivating of all plugins in one go. That shouldn't be a hidden feature that only half works but part of the 'Actions' menu on the plugin tab.

 

 

I think that's part of the design decision to keep the interface uncluttered.

Why waste space with an option to Activate/Deactivate ALL always showing, when instead it should show up Contextually when you've actually "Selected ALL" to begin with?

 

What there needs to be is much better documentation, because there was a feature mentioned by Rattledagger just two weeks ago, that longtime users such as myself had NO IDEA existed in vortex since 13 version releases ago.

 

The feature is to "Mass Guess" mod ID, and someone started a thread in the Vortex forums requesting the feature, and it turned out it's been in Vortex for a very long time.

I think the only person who knew about that was Rattledagger, and it's been in Vortex since version 0.18.13, and here we are in 1.1.5 already

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Mods overwriting one-another's files no longer conflict.

 

Well if you disable and re-enable one of the conflicting mods in NMM you'll asked again for yes/no to overwriting, so at least to me you having made a choice once don't stop the underlying mods from conflicting with each-others.

 

Besides, I specifically mentioned where was no indication in NMM of any of the files being "overwritten" at all, despite this is critical information in case you example find out you don't like the red armour-texture from one mod and would instead want to use the blue armour-texture from another mod. Just the operation of swapping a single texture in NMM means I must first guess which mod supplies the file I want, disable and re-enable the mod, for so possibly answer "no" on multiple sub-directories until finally comes to the correct sub-directory where answer "yes" for so a few more "no" until answer "yes to rest".

 

Even if I already know which file(s) should say "yes" and "no" to, it's very easy to make a single mistake and with NMM this means I'll need to disable, re-enable and try to get things right the second time.

 

As for the activating/deactivating all plugins at once, unless you've removed the text near the bottom, it does say: "Did you know? You can select multiple items using ctrl+click or shift+click or select everything using ctrl+a and then do things with all selected items at once". For plugins one of the very few "things" I would expect I can "do" with multiple plugins would be to disable or enable the selected plugins, so it's not a big surprise to find a means to "Enable" or "Disable" the selected multiple plugins here. More surprisingly is the option to ESL-flag or de-ESL-flag multiple plugins at once, and in case you've got the extra dialogue on the right open having the option of changing Group of multiple plugins at once is also a surprise.

 

So, Vortex can definitely get better at documenting all the various features, even if you don't stick an extra "Enable All" that 99.9% of the time would be irrelevant, since it's much more relevant to work with your own smaller selection of plugins and not all of them.

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Well, you can say what you want, but I'm about to move back to NMM. Too much hassle with again and again having to sort conflicts that then eventually turn into a circular conflict, Vortex making it impossible to click certain patches for mods I have installed, refusing to use mods for which I have an AIO and deleted the original individual esp files, features that belong in games like background blur and key combinations, too many in-between menus, etc. In the end, to answer the original question of this topic, I feel that Vortex is not yet worth it. I feel it's being treated as a personal pet-project instead as a tool for everybody to use. It's 4:30 in the afternoon, 10:30AM on the East Coast; 7:30AM on the West Coast of the USA and the server starts acting up again with having to click a download link dozens of times before Vortex can connect and download, so I'm going to quit for today. That's three days in a row I'm installing mods with Vortex. Around 200 installed. Almost halfway there. With NMM I would have been playing for two days already.

 

The conflict solving crap (yes, crap) in Vortex makes the integration of LOOT a joke. And speaking of LOOT, the latter adds info that Vortex completely denies about needed patches or the Binji mod situation. The screen of the confllicts is too cluttered with solved conflicts being kept displayed.

 

@HadToRegister:

Keep the interface uncluttered? You're joking, right? Opening Vortex looks like loading a GOG games page with links to stuff that doesn't belong in a mod manager. There's 82 games sitting in the Games menu, 75 that aren't mine but Vortex insists on showing at startup. Granted, the menu can be hidden but I don't need all that fancy stuff in my mod manager. Vortex even runs on the Gamebryo engine, so, maybe all of this IS a game to you.

 

Ciao lads. See you in ten years when maybe, just maybe, you will have gotten somewhere. Harsh? Maybe. But that's how I feel about Vortex after three days. Three years in development and barely made any progress. And where progress WAS made, it's in the wrong direction. To me at least.

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