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Nexus mod conflict duplicate


Studduck

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I have 3 version of hudframework that I cannot delete which actually is one version but everytime i install it create another one and I cannot delete. I keep getting errror fail to read some mod the file i am having trouble with is HUDframework 1.0f

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Click on the down arrow where it says 10.f

The 10.f is showing which version you have installed, if you click on the down arrow, it will show what other version you have, if the version numbers are smaller than 10.f, then click the Circle with the Line through it to delete those older version

That's what happens if you keep installing newer and newer versions over the old ones.

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It's offered (on purpose or not) so that should you run into some issue, you can always downgrade to a version known to work. (ie the last version, that you dutifully upgraded because...even though it worked fine). it happens. Or for that, matter, because you read in some article, that some feature "you can't figure out why its gone" was accidentally disabled or removed in version 2.xy.z, two updates ago, and reverting is suggested to get it back, until the author updates the package

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Well, what I would suggest is go into your list of mods and delete the HUD Framework entirely and physically check the mod itself for where it wants to put some files. You should keep the zip archive itself as you will be adding it back to the game later. If all goes well, you will be able to reinstall it without issue. Do note that different versions of the mod may have the same archive name, but files inside the archive can be different in some way.

 

To look inside an archive, 7Zip and IZArch are two free ones I have on my system, aside from the fact that recent versions of Windows since XP can open zip files for you, Windows itself will not make them.

 

I'm not going to go into the folder tree for Fallout 4 mods, as there are guides for that, but should the reinstall not work after clearing things out, you can manually add the files from the archive to Fallout 4 directly. Do note if this is an fomod based archive, there is a built in wizard that decides which files to add where based on the choices you make during the install process. Those choices are in an xml styled controlling file (notepad can be used to look at it), so if you find that it will help you in deciding which files need to be brought over to Fallout 4, though you will still need to move the files from the corresponding choice directories in the archive.

 

This is a simplified example of what you might see when looking at fomod installation archives (there are guides on this, just so happens I have this mod and version, but the example is from Def_ui):

 

Zip file main directory:

fomod (directory)

images (directory for the images the wizard needs to show you)

info.xml (has info on the mod itself)

ModuleConfig.xml (what is controlling wizard choices)

HUD (directory in this will be the various screen resolution types (16:9, 4:3, etc as directories)

interface (directory)

INV (directory)

DEF_UI.readme.txt (has the info on how to manually install it if needed)

 

End example

 

In the case of HUD Framework things are simplified. The ba2 and esm files are put in the Fallout 4 Data directory/folder and the items in Interface can go into the interface directory/folder that you found in that data section. Once things are copied over you may need to run the swf file to set things in place, though that may be a bit tough due to Flash no longer being supported by Adobe. Ruffle can run it to a degree, but says action script 3 is not yet supported, so an alternate flash player may be needed to allow that swf file to generate the configuration file that Fallout 4 will use when working with the visual mods. If you are dealing with an executable flash file (has .exe) then that is self contained and should work without issue.

 

I did just check on the patch and if you are going to use DEF UI with this there is an auto patcher that can help if you want to run the two together and need some other resolution, though the author does have a 16:9 version that is a compatibility patch.

 

Update:

Now that I look at your submitted image, it may be that HUD Framework is conflicting with those other two and you are using Vortex, not Nexus Mod Manager (the later is a community edition now found on gihub, Google can help you find it), so I can't provide a lot of help in that case, but that auto patcher may be of use. The esm and ba2 files can still go in where they need to though.

 

Further Update: Those two shown would not initially appear to be the conflict point, so check the Fallout 4 mod list and add an * to turn that on and list the esm if needed. You may need to move HUD Framework down the mod list to fix things.

 

Very important: If you go the manual route you will need to update your Fallout 4 active mod list to have HUD Framework active. Keep in mind some mods just need resources from others to work and may disable other mods once those resources are in place. Mod order matters. Do check those other mods and see what they do and this may give you some answers.

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Well, what I would suggest is go into your list of mods and delete the HUD Framework entirely and physically check the mod itself for where it wants to put some files. You should keep the zip archive itself as you will be adding it back to the game later. If all goes well, you will be able to reinstall it without issue. Do note that different versions of the mod may have the same archive name, but files inside the archive can be different in some way.

 

 

 

 

DO NOT Manually Remove Mods that were installed with Vortex, PURGE them fist or you'll end up with orphaned Hardlinks

 

Purge and Uninstall

 

You can delete all the duplicates right from the Dropdown I described in my first post.

No need to do anything the hard way.

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