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Potential new utility for merges and large load orders. Anyone interested?


primem0ver

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I used Vortex for a short time when it first came out. However, for management of large and varied profiles, I find Mod Organizer 2 faster and more flexible so I switched back. If you find that Vortex can handle your playing habits then it probably is a good choice. The more I think about it, the more I realize that at their cores, the two aren't that much different when it comes to what I need this utility to do. It probably. Making a Vortex version wouldn't be difficult if I had it installed and it was usable in parallel with MO2. I don't know if that is the case. If someone wants to educate me when I have the time about how Vortex currently works (where/how it manages profiles, how it loads, where it keeps the load order and active mod files, and how it changes the core plugin files it might work. Especially if any of you can program and are capable of debugging the software. The software uses .NET and is written in C#.

 

Most of the features would currently work with Vortex easily enough as long as Vortex keeps profile files and independent loadorder.txt, plugins.txt, and something similar to modlist.txt (created by MO2 to keep track of both the mod folder priority and whether or not mods are active).

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I used Vortex for a short time when it first came out. However, for management of large and varied profiles, I find Mod Organizer 2 faster and more flexible so I switched back. If you find that Vortex can handle your playing habits then it probably is a good choice. The more I think about it, the more I realize that at their cores, the two aren't that much different when it comes to what I need this utility to do. It probably. Making a Vortex version wouldn't be difficult if I had it installed and it was usable in parallel with MO2. I don't know if that is the case. If someone wants to educate me when I have the time about how Vortex currently works (where/how it manages profiles, how it loads, where it keeps the load order and active mod files, and how it changes the core plugin files it might work. Especially if any of you can program and are capable of debugging the software. The software uses .NET and is written in C#.

 

Most of the features would currently work with Vortex easily enough as long as Vortex keeps profile files and independent loadorder.txt, plugins.txt, and something similar to modlist.txt (created by MO2 to keep track of both the mod folder priority and whether or not mods are active).

 

 

They're similar because the Person who wrote MO2 was the person who wrote Vortex.

 

Also, I'm using 315 mod in Skyrim SE, Vortex has a built in "Make Light" function that can convert ESPs to ESPfes

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They're similar because the Person who wrote MO2 was the person who wrote Vortex.

Well... sort of. He wrote the original MO. He got MO2 to beta and then abandoned it when he joined Nexus.

 

Also, I'm using 315 mod in Skyrim SE, Vortex has a built in "Make Light" function that can convert ESPs to ESPfes

That is also built in to my software. Easy to do... though my software does a check just like xEdit does to make sure the ESP will work as an ESM first. It does not, however Compact ESP's with too many records (which honestly is a rather risky thing to do).

Edited by primem0ver
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They're similar because the Person who wrote MO2 was the person who wrote Vortex.

Well... sort of. He wrote the original MO. He got MO2 to beta and then abandoned it when he joined Nexus.

 

Also, I'm using 315 mod in Skyrim SE, Vortex has a built in "Make Light" function that can convert ESPs to ESPfes

That is also built in to my software. Easy to do... though my software does a check just like xEdit does to make sure the ESP will work as an ESM first. It does not, however Compact ESP's with too many records (which honestly is a rather risky thing to do).

 

 

 

Vortex only compacts ESPs with few records

It has a "Could be light" filter, and only will suggest 'light' Esps without a lot of records.

 

I think you can check out the source on github

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UPDATE:

I am nearly finished creating my "Master" load order of all mods I intend to use for the characters I intend to create for my first few play-throughs. I built in the ability to detect mods that can be converted to ESL's as is or through compacting forms (from what I can tell about the xEdit script that does this, my utility does a better job at giving accurate information WITHOUT having to try the compaction process first). As I build my load order and the resulting merges using this utility, I am testing how it works and adding functionality as needed.

 

Those of you who use Vortex may not need this... but since the software detected that I can convert over 600 mods in my load order, I am now adding in the ability to convert, and potentially mass convert (batch convert) both types which will automatically set their properties in the mod Excel file database to load as ESLs (if the conversion is successful). This will be a big boon for ModOrganizer users which FAIK doesn't have this capability yet. The mass conversion process will ONLY convert mods which meet the criteria for a safe conversion. It will also back up any mods it converts in case things don't work out.

Edited by primem0ver
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Here's an updated view of what it looks like now: FYI green colored row headers mean the mod can be converted to an ESL without compacting IDs. Yellow row headers mean that the mod can be converted but it will require compacting id's first. (This is of course is without checking for voice records and scripts that use form ids directly... which means some of them might fail to convert. Those e items are checked at conversion time since processing that information takes a considerable amount of time right now for all mods in the master collection and that blocks many of the features until everything is processed).
Update1.jpg

Edited by primem0ver
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  • 2 months later...
  • 1 month later...

The first test of converting a mod to an ESL with form renumbering has finally worked perfectly (that was done a few months ago and took a considerable amount of time). After looking at the code used by SSEdit, I have a feeling mine will work a little better since it checks for potential problems beforehand and handles conversions by record type. It doesn't just change the records themselves. It also checks all references to that record so that may solve the custom voice problem. It also automatically handles face tint renaming/renumbering. I am now testing the mass mod esl conversion functionality as I FINALLY got the code for it completed.

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