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Example: Star UI Inventory installed and managed by Vortex does not load and does not show up in the Creations Load Order.
That issue is one of the reasons I switched to MO2. Vortex installs it's mods into the physical game directory. Whereas MO2 keeps it's files separate and builds the modded game in virtual space every time you launch the game. Making it super easy for creation club and MO2 managed mods to live together in the same game. MO2 allows you to adjust the CC mods load order with your outside (MO2) managed mods with just a drag up or down the list.
There was a very small learning curve for me, which is a miracle as I am pushing 60 years old. Who said old people can't learn new tricks.
Thanks mate, I'll give that a go.
it uses Hardlink Deployment by default
also it uses Staging folders
https://wiki.nexusmods.com/index.php/Deployment_Methods
Well without SFSE, address libraries, etc you're not gonna get the really complicated mods afaik.
I did not have a load order option in Vortex because my starfield extension failed and I didn't notice the popup. So reinstalled the SF ext and everything's good now. I don't think creation mod manager will bother my load order anymore because Vortex is handling it.
A lot of the really, I don't know what to call em, cool mods require other mods to do what they do. Some modders make "frameworks" for other modders to use. Kinda like the really nuts and bolt guys make it possible for the really creative but not so nuts and bolts guys do what they do. So a lot of mods get adapted, improved or changed by other modders with permission or in cooperation and they take on a life if their own. I don't mean that as a critique of either type of modder or to pigeon hole any modder into either category or either one, and all modders are different.
I'm just kinda using a metaphor to explain what I'm talking about. Since you can't have mods that need or rely on other mods on creations. Consolers are gonna miss a out a bit. The sad thing is that's not really necessary that was a choice bethesda made because it wasn't like that in FO4.
Like, there's a great hair and beard mod out right now but it takes another framework mod to work. BTW Script extender (SFSE) is the mod that allows modders to do all sorts of things you can't do without it. So those mods will never be on creations.
There is no way to report mods on the creation site so you're just boned.
That actually happened when the Skyrim creation club was implemented. BGS apparently took the mods down and banned the thieves game accounts. Permanent ban ??? But it's a while ago now. There's bound to be people about who were involved.
Consider both mod mangers a WIP right now. We all know what comes with anything that's a WIP.
I actually launch the game from STEAM. Then go to the creation club from the menu, install the mods, then EXIT the game from the menu.
Then launching MO2 the CC mods are in the top section on the left side and can be managed like any other mod. A lot less messing about.
I'm using v 2.5.3dev2