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deploy or enable


sictired

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Auto-deploy is the Vortex default and this is likely the reason the guide you're looking on don't mention you can turn on auto-deploy.

 

The default progress is Download --> install --> enable --> deploy --> fix mod conflicts --> deploy --> handle plugins (if relevant for selected game).

 

In Vortex v1.4.x you can change the settings so Vortex automatically after finish download does the --> install --> enable --> deploy steps, but you'll need to manually fix mod conflicts and you need to manually deploy afterwards (Vortex will tell you you need to deploy after handling mod conflicts).

 

As for editing files, depending on how you did edit the file it's possible the hardlinked file already was updated and in this case deploy won't do anything. If on the other hand the hardlink was broken by editing the file, next time you deploy you'll get the "External change"-dialogue. If you example uses Notepad to edit ini-file this will not break the hardlink and you won't get any "External change"-dialogue for this, meaning after Notepad editing deploying again won't do anything.

 

As for having auto-deploy on or off, since you anyway need to manually deploy after fixing mod conflicts, coupled with Vortex is AFAIK still too stupid to understand that if you've example got 9 more mods in your installation-queue where's a waste of time to deploy after installing the first mod, so in practice disabling auto-deploy can be a good idea.

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ah ok i just found a description.

 

but am i correct that autop deploy is bascially useless if i edit at least one ini file after installing the mod because that alone makes me have to hit deploy anyway?

 

 

WHy would you have to RE-DEPLOY an ESP or ESM if you manually edit an INI file

 

They are unrelated

 

Re-deploying would just overwrite the changes you made to the ini file, if it's one that gets installed in the Data directory.

 

because someone in a guide said like if i have a mod like engine fixes and i edit the ini of it after installing then i need to redeplay to update the hardlink.

but as far as i understand that would deploy all my mods anyway.

 

 

 

If you've edited the actual physical INI file, and NOT the ini in the Mod Staging folder, then there's no need to re-deploy

However, the next time Vortex deploys something, it will let you know that the file has changed and will ask you if you want to revert, or use the newer file

 

I do this all the time, because I edit a LOT of my ESPs in Skyrim, so I end up with a hard copy in my Data folder anyway

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ah ok i just found a description.

 

but am i correct that autop deploy is bascially useless if i edit at least one ini file after installing the mod because that alone makes me have to hit deploy anyway?

 

 

WHy would you have to RE-DEPLOY an ESP or ESM if you manually edit an INI file

 

They are unrelated

 

Re-deploying would just overwrite the changes you made to the ini file, if it's one that gets installed in the Data directory.

 

because someone in a guide said like if i have a mod like engine fixes and i edit the ini of it after installing then i need to redeplay to update the hardlink.

but as far as i understand that would deploy all my mods anyway.

 

 

 

If you've edited the actual physical INI file, and NOT the ini in the Mod Staging folder, then there's no need to re-deploy

However, the next time Vortex deploys something, it will let you know that the file has changed and will ask you if you want to revert, or use the newer file

 

I do this all the time, because I edit a LOT of my ESPs in Skyrim, so I end up with a hard copy in my Data folder anyway

 

alright thank you for the clarification. ill definitely deactive auto deploy...

 

 

 

Auto-deploy is the Vortex default and this is likely the reason the guide you're looking on don't mention you can turn on auto-deploy.

 

The default progress is Download --> install --> enable --> deploy --> fix mod conflicts --> deploy --> handle plugins (if relevant for selected game).

 

In Vortex v1.4.x you can change the settings so Vortex automatically after finish download does the --> install --> enable --> deploy steps, but you'll need to manually fix mod conflicts and you need to manually deploy afterwards (Vortex will tell you you need to deploy after handling mod conflicts).

 

As for editing files, depending on how you did edit the file it's possible the hardlinked file already was updated and in this case deploy won't do anything. If on the other hand the hardlink was broken by editing the file, next time you deploy you'll get the "External change"-dialogue. If you example uses Notepad to edit ini-file this will not break the hardlink and you won't get any "External change"-dialogue for this, meaning after Notepad editing deploying again won't do anything.

 

As for having auto-deploy on or off, since you anyway need to manually deploy after fixing mod conflicts, coupled with Vortex is AFAIK still too stupid to understand that if you've example got 9 more mods in your installation-queue where's a waste of time to deploy after installing the first mod, so in practice disabling auto-deploy can be a good idea.

thank you thats the kind of answer i was looking for.

 

except wdym by "handle plugins"?

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ah ok i just found a description.

 

but am i correct that autop deploy is bascially useless if i edit at least one ini file after installing the mod because that alone makes me have to hit deploy anyway?

 

 

WHy would you have to RE-DEPLOY an ESP or ESM if you manually edit an INI file

 

They are unrelated

 

Re-deploying would just overwrite the changes you made to the ini file, if it's one that gets installed in the Data directory.

 

because someone in a guide said like if i have a mod like engine fixes and i edit the ini of it after installing then i need to redeplay to update the hardlink.

but as far as i understand that would deploy all my mods anyway.

 

 

 

If you've edited the actual physical INI file, and NOT the ini in the Mod Staging folder, then there's no need to re-deploy

However, the next time Vortex deploys something, it will let you know that the file has changed and will ask you if you want to revert, or use the newer file

 

I do this all the time, because I edit a LOT of my ESPs in Skyrim, so I end up with a hard copy in my Data folder anyway

 

alright thank you for the clarification. ill definitely deactive auto deploy...

 

 

 

 

 

 

NO, don't disable AutoDeploy

 

If Vortex ever deploys and mentions that a file has been changed outside of Vortex just select USE NEWER FILE.

 

It's hard to help people when others jump in and post conflicting info or opinions

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okay but why not deactivate it?

my thought process was that i just sort my mods enable what i wanna use. use extra tools for cleaning optimizing and whatnot. and then when all is done i just click deploy - resolve conflicts - and re-deploy

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okay but why not deactivate it?

 

my thought process was that i just sort my mods enable what i wanna use. use extra tools for cleaning optimizing and whatnot. and then when all is done i just click deploy - resolve conflicts - and re-deploy

 

 

Because when you download and install new mods, they will just automatically deploy.

 

A large percentage of the questions we get in here is:

 

"I installed my mods but they're not showing up in the game", and it's because people never deployed the mods, so I always tell them to turn on the auto deploy.

 

Auto Deploy only applies to when you install a mod.

 

The other thing I'm talking about like when you manually change a file, only happens when Vortex has to Deploy a mod that's just been installed, while it's doing that, it will notice that you also manually changed the INI file for another mod, ask you "A file has been changed on the disk outside of vortex" (meaning the ini file you changed), then it will ask if you want to REVERT the changes (you made) or do you want to USE THE NEWER FILE (which is the newly changed file you edited)

 

Are you editing the Mods in the DATA folder or in the Mod Staging Folder?

 

If you're editing the mods in the Data folder, there's NO NEED TO RE-DEPLOY.

 

 

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Because when you download and install new mods, they will just automatically deploy.

 

A large percentage of the questions we get in here is:

 

"I installed my mods but they're not showing up in the game", and it's because people never deployed the mods, so I always tell them to turn on the auto deploy.

 

While automatically deploying is a good idea then you've got 10 or less mods, if you've got 100+ mods and frequently install more than a single mod at a time, disabling auto-deploying is my recommendation.

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Because when you download and install new mods, they will just automatically deploy.

 

A large percentage of the questions we get in here is:

 

"I installed my mods but they're not showing up in the game", and it's because people never deployed the mods, so I always tell them to turn on the auto deploy.

 

While automatically deploying is a good idea then you've got 10 or less mods, if you've got 100+ mods and frequently install more than a single mod at a time, disabling auto-deploying is my recommendation.

 

 

 

Whether you have 10 mods or 100, you're still going to have to DEPLOY the mods you install no matter whether it's manually or automatically, leaving it on automatic saves you from having to Manually remember to hit the DEPLOY button.

 

So Leaving it ON just takes out the extra step that's inevitable anyways.

FFS

 

 

Hey, OP, go ahead and do what you want.

 

I'm out...

 

 

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okay but why not deactivate it?

 

my thought process was that i just sort my mods enable what i wanna use. use extra tools for cleaning optimizing and whatnot. and then when all is done i just click deploy - resolve conflicts - and re-deploy

 

 

Because when you download and install new mods, they will just automatically deploy.

 

A large percentage of the questions we get in here is:

 

"I installed my mods but they're not showing up in the game", and it's because people never deployed the mods, so I always tell them to turn on the auto deploy.

 

Auto Deploy only applies to when you install a mod.

 

The other thing I'm talking about like when you manually change a file, only happens when Vortex has to Deploy a mod that's just been installed, while it's doing that, it will notice that you also manually changed the INI file for another mod, ask you "A file has been changed on the disk outside of vortex" (meaning the ini file you changed), then it will ask if you want to REVERT the changes (you made) or do you want to USE THE NEWER FILE (which is the newly changed file you edited)

 

Are you editing the Mods in the DATA folder or in the Mod Staging Folder?

 

If you're editing the mods in the Data folder, there's NO NEED TO RE-DEPLOY.

 

 

 

usually the mod staging folder. so thanks for your input. and thank you for way more effort then was neccessary.

 

 

 

 

except wdym by "handle plugins"?

 

 

Some games, like Skyrim and Fallout has in additiion to the Mods-tab the Plugins-tab, where you can enable/disable plugins. This comes in addition to first enabling and deploying the mod the plugin comes from.

 

do i really sounds like such a newbie? :D

i know that but i would never call it "handle" so i got confused. ;)

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