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I found Vortex misses activating some ESL's, it can allow conflicting mods to work at the same time and awkward to find the mod I want to uninstall. It is fast and stable but not enough detail is on the page.
Literally, just google NMM community version. It works just fine, never had any issues with it.
There are comments that it doesn't activate ESL's but you click the tab and instantly activate and deactivate any mod.
If Vortex does the same, then I uninstall, reinstall still the same so I have to Bash or NMM to activate... I'm not saying it is bad and I do use it for other games which it does very well but I find NMM worked, still works and will continue to work so why break it
It actually sounds more like you're unfamiliar with Vortex than any actual real criticism in this or your prior post. Just like NMM (and MO/MO2, fwiw), it lists mods and plugins separately. Vortex lets you know there are multiple plugins and will enable them all (or none) depending on whether you answer yes/no to the "has multiple plugins, enable them all" question. It doesn't "miss" enabling anything. It doesn't give you a pick or choose list, no, but neither does NMM, or MO[2]. They do the same. Up to you, in Vortex you either say yes and disable the plugins you don't want (i.e. Live Dismemberment off the top of my head if you want to try one) or you say no and enable the plugins you do want separately. NMM lets you screw up, without warning, and load all of those plugins. Only the last one (in the case provided) will do anything. The rest are load overhead, no more or less.
As far as profiles and instances go, if that's your ultimate goal, you should be using MO2 for Fallout 4, not NMM or Vortex at all. MO2 is completely virtualized, your vanilla remains completely vanilla.
I threw NMM to the curb many moons ago, pre-Vortex, when it was all but useless to any but those who couldn't let go of the familiarity. At that point in time it was an absolutely terrible implementation of mod management. Its means of literally overwriting (next mod overwrites the files of the last mod installed) was one of its worst features. Soooo... I've no idea on the NMM's state of current development if I'm being perfectly honest. Therefore I won't start pointing out my ignorance by faulting flaws in it that don't exist. ;)
Don't get me wrong, I have used Vortex a lot and if it sounds like a criticism then to you and everyone I apologise sincerely. It's just in my experience, I have had problems and spent an hour finding it when it takes me 2 minutes on others and likewise it is purely my opinion. A little like asking which is the best car as every model has it's ups and downs.
It is probably as I have used NMM since Skyrim and I know every flaw/glitch and shortcut. I also fully understand what is being replaced, why it is replaced and what replacement I want to the extent that I could manually install 200+ mods and it will be stable. Merging XML's, SWF's and even mod merging is like second nature but that is because I have spent 15+ years doing these.
We could all install 10 mods with every mod manager or manually and end up with the same result, it just depends on how easy you find it to do it your way.
As I say, if it appeared to be a criticism then I am sorry. Every mod manager has it's pro's and con's even if I wrote one myself. there would be something that wouldn't work.