A lot of the mods on nexus use the following format - usually supported by Fluffy Mod Manger: [staging]/[mod]/[subfolder]/natives/...
Currently, I'm opening each mod and cut/pasting the natives folder from [subfolder] to [mod], then deleting the [subfolder] and its remaining contents. This needs to be repeated for every mod, for every update. This results in the mods having the following format: [staging]/[mod]/natives/...
That being said, is there a way we could get the install process to handle this for us? So when a mod in installed, it looks for /[subfolder]/natives - if that structure is found, move natives from [subfolder] to [mod].
It would also be nice clean up the [subfolder] - just delete it, or keep it from being deployed in the deployment process. Not a big deal if we don't, but it would be nice.
I keep having an issue where if I restart Vortex a merged mod is created and one or more pak files for a random mod get added to the merged mod. Nothing exists inside the mod except the pak files. Then vortex says there is a file conflict between the merged mod and the mod the pak file was copied from.
When this happens the mod stops working and never works again. If I disable the mod so the pak file only exists in the merged mod, this doesn't make the mod work. It continues to not work. If I delete the merged mod it just recreates itself again. If I delete the mod it is conflicting with so the pak file only exists in the merged mod, it still doesn't work. If I delete both the mod and merged mod, the merged mod gets recreated. But since the mod it wanted to merge no longer exists it choose another random mod to start causing havoc with.
The only way I can fix it is to completely delete the game profile in Vortex and recreate it from scratch. I have to make sure to not restart Vortex for any reason or else the merged mod gets created and breaks one mod after the other.
Update: It has gotten worse. I can no longer deploy without the merged file being created every time and halting the deployment. Vortex is essentially unusable in modding this game now.
Good extension, but doesn't install plugins (.dlls that go into reframework/plugins) correctly. It installs them in reframework/reframework/plugins instead.
I have a feature request. I tried to look into it myself, but it's a bit over my head :)
Can you change the way loose files are handled slightly? Currently it uses all installed mods - enabled or not - and prioritizes the files from the "oldest" mod.
for more detail: Have vortex handle the 'loose files' type in a mostly normal way - only using enabled, using vortex's built in conflict resolution, etc. - and deploy all those loose files to a single folder. After it's all been merged and deployed, run the pack tool on that resulting directory.
It took me so long to realize that Vortex does not work "the normal way" with this plugin. At this point i hate it so much, would never use it again^^ but for everyone else i would bump up your suggestion.
After deploying i always get the following error. Is that normal?
"Mod files were changed outside Vortex. You can undo these changes now or apply them permanently. File content modified ('Save* will apply the changed file from the game folder permanently, 'Revert' will restore the original file from the Staging folder)."
Apologies for the extremely late response - the packer itself is the external tool we use to create the merged mod - it acts as a mod but it never gets deployed (don't fiddle with that).
The merged mod intends to merge loose files only. It does not merge paks, those are deployed separately - the extension will designate it with a patch number on mod installation.
Unfortunately there currently isn't any conflict resolution - as far as I know the pak file with the largest patch value will override files in pak files with lower patch values. So simply re-installing the mod you wish to override others should ensure it wins any conflict
10 comments
[staging]/[mod]/[subfolder]/natives/...
Currently, I'm opening each mod and cut/pasting the natives folder from [subfolder] to [mod], then deleting the [subfolder] and its remaining contents. This needs to be repeated for every mod, for every update. This results in the mods having the following format:
[staging]/[mod]/natives/...
That being said, is there a way we could get the install process to handle this for us? So when a mod in installed, it looks for /[subfolder]/natives - if that structure is found, move natives from [subfolder] to [mod].
It would also be nice clean up the [subfolder] - just delete it, or keep it from being deployed in the deployment process. Not a big deal if we don't, but it would be nice.
Can we get vortex to just behave like MHW with the firstnative mod?
When this happens the mod stops working and never works again. If I disable the mod so the pak file only exists in the merged mod, this doesn't make the mod work. It continues to not work. If I delete the merged mod it just recreates itself again. If I delete the mod it is conflicting with so the pak file only exists in the merged mod, it still doesn't work. If I delete both the mod and merged mod, the merged mod gets recreated. But since the mod it wanted to merge no longer exists it choose another random mod to start causing havoc with.
The only way I can fix it is to completely delete the game profile in Vortex and recreate it from scratch. I have to make sure to not restart Vortex for any reason or else the merged mod gets created and breaks one mod after the other.
Update: It has gotten worse. I can no longer deploy without the merged file being created every time and halting the deployment. Vortex is essentially unusable in modding this game now.
Edit: this has been fixed.
Can you change the way loose files are handled slightly? Currently it uses all installed mods - enabled or not - and prioritizes the files from the "oldest" mod.
for more detail:
Have vortex handle the 'loose files' type in a mostly normal way - only using enabled, using vortex's built in conflict resolution, etc. - and deploy all those loose files to a single folder. After it's all been merged and deployed, run the pack tool on that resulting directory.
At this point i hate it so much, would never use it again^^ but for everyone else i would bump up your suggestion.
"Mod files were changed outside Vortex. You can undo these changes now or apply them permanently.
File content modified ('Save* will apply the changed file from the game folder permanently, 'Revert' will restore the original file from the Staging folder)."
The merged mod intends to merge loose files only. It does not merge paks, those are deployed separately - the extension will designate it with a patch number on mod installation.
Unfortunately there currently isn't any conflict resolution - as far as I know the pak file with the largest patch value will override files in pak files with lower patch values. So simply re-installing the mod you wish to override others should ensure it wins any conflict
However, I had some problems in my environment when using this extension.
1.natives directory needs to be put in two.
Otherwise, it won't work.
× modA\natives\stm...
? modA\natives\natives\stm...
2.It is packed regardless of whether it is enabled or disabled by vortex.
I am not very good at English, so I am using the translate function, but I think it is difficult to understand.
Sorry about that.