This extensions index.js seemingly was created for and quite old Electron version. Issues with parallelization forced them to change their node implementation, thus the support for the old implementation was dropped. This file still depends on the old implementation, the author hast to adapt it. (Someone else changes something and breaks your code is the most annoying thing that can happen to a programmer)
FVD seems to work fine on my install of New Vegas, however when switching to a different game I get infinite loading while Vortex switches to the profile for that game. Is there a possible way to fix this?
EDIT: Additional info, changing back the deployment method still results in infinite loading. Only disabling the extension outright fixes this. Also as a warning, not changing the deployment back and deploying again before disabling the extension will delete all installed mods if you're not careful and select save changes.
Not sure if I have done something wrong, but I switched to the Full Virtual Deployment, it purged mods and re-added them. However, it appears some of the mods that have a modifiable ini file are not working correctly. Such as with Fallout 4's High FPS mod, Previously it disabled some of the loading screens and features to speed up loading and even when going through both the download and staging folder to directly change the mods ini there. It does not appear to be working correctly. Is this a known issue or is there something I'm missing? Thanks in advance!
RE: some games, e.g. Sims 4, Dark Souls, Kotor always get started through Origin/Steam". My question is then what if Origin/Steam are started through Vortex? Will that solve the VFS deployment issue?
Afraid not because when Vortex starts such a game, all it does is send a message to the existing Origin process which then runs the game. You would have to start Origin/Steam itself from Vortex in such a way that the main Origin/Steam process accesses the virtual file system, which could cause a ton of new and exiting problems. I'm afraid we'll just have to accept that DRM is the reason we can't have nice things and support GOG where possible.
Hey, I have the same issue as Asajev below, when I enable the Virtual Deployment method, I can't access the plugins tab, it just stays loading with the loading animation, but no esp list. I need to access this list, can you do something about that (or is there something I did wrong) ? Thanks
You will need to purge our current mods using the Purge option on the Mod page. You can then switch your deployment method under Settings and redeploy.
You will also need to make sure you deploy your ENB and F4SE via vortex as described here
I might just be being a noob but the link you posted Misfit says under 'Install with Vortex' -> 'This method does not work with USVFS deployment.' I tried it anyway and I can't start Fallout 4 SE this way. Is there something else I should be doing, like manually installing it?
Testing this extension and not s ure if it is just part of the technical restrictions on my machine or if I am missing something. I set the target folder for my staging folder on a 72000 RPG HDD and when I go look at the plugins section in Vortex I get a spining thingy and no plugins. Before I had it with thel inking method for deployment to my SSD but currently am trying to see if I could deploy and put the staging in a different hard drive. I am aware that an SSD will always be better then an HDD for load times but is the behavior I am seeing normal for this extension?
Many games aren't currently compatible (need testing to produce a list) External Changes will currently not be detected Vortex will show plugins as not-deployed - they can still be sorted and everything should work functionally
This is a purely experimental extension and still needs some testing.
yeah I know I am testing it for Skyrim SE and Fallout 4 so not worried about trashing the installs to much. Was just wondering if the experiment was working as intended.
Not tracking external changes is a deal breaker for me right now because I am using Vortex just for Skyrim VR and some mods make those changes and I like it catching them for me but I'm tracking this for sure! This is the reason I still use MO2 for SkyrimSE and probably always will.
25 comments
at process.func [as dlopen] (node:electron/js2c/asar_bundle:5:1800)
at Object.Module._extensions..node (node:internal/modules/cjs/loader:1199:18)
at Object.func [as .node] (node:electron/js2c/asar_bundle:5:1800)
at Module.load (node:internal/modules/cjs/loader:988:32)
at Module._load (node:internal/modules/cjs/loader:829:12)
at Function.c._load (node:electron/js2c/asar_bundle:5:13331)
at Function.o._load (node:electron/js2c/renderer_init:33:379)
at Function._load (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\renderer.js:8897:187)
at Module.require (node:internal/modules/cjs/loader:1012:19)
at Module.require (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar\renderer.js:8488:208)
at require (node:internal/modules/cjs/helpers:94:18)
at Object.node-usvfs (C:\ProgramData\vortex\plugins\Vortex Extension Update - Fully Virtual Deployment v0.1.5\index.js:331:18)
at __webpack_require__ (C:\ProgramData\vortex\plugins\Vortex Extension Update - Fully Virtual Deployment v0.1.5\index.js:21:30)
at Object../src/index.ts (C:\ProgramData\vortex\plugins\Vortex Extension Update - Fully Virtual Deployment v0.1.5\index.js:113:28)
at __webpack_require__ (C:\ProgramData\vortex\plugins\Vortex Extension Update - Fully Virtual Deployment v0.1.5\index.js:21:30)
at C:\ProgramData\vortex\plugins\Vortex Extension Update - Fully Virtual Deployment v0.1.5\index.js:85:18
Issues with parallelization forced them to change their node implementation, thus the support for the old implementation was dropped.
This file still depends on the old implementation, the author hast to adapt it.
(Someone else changes something and breaks your code is the most annoying thing that can happen to a programmer)
EDIT: Additional info, changing back the deployment method still results in infinite loading. Only disabling the extension outright fixes this. Also as a warning, not changing the deployment back and deploying again before disabling the extension will delete all installed mods if you're not careful and select save changes.
I'm afraid we'll just have to accept that DRM is the reason we can't have nice things and support GOG where possible.
PS : Where is the virtual folder located at ?
I use also F4SE
You will also need to make sure you deploy your ENB and F4SE via vortex as described here
Deep breath and take it easy
I tried it anyway and I can't start Fallout 4 SE this way. Is there something else I should be doing, like manually installing it?
This is a purely experimental extension and still needs some testing.