Kaotik Posted August 27, 2024 Posted August 27, 2024 I've been using Vortex (and it's predecessors) as long as I can remember, but it seems I might get FNIS and Nemesis working together easier with MO2. Is there easy way to switch over so that MO2 would recognize all the mods, or would I need to reinstall them all via MO2?
traison Posted August 27, 2024 Posted August 27, 2024 Considering the differences in how they handle mods I'd say you'd almost certainly have to reinstall everything. For instance, MO2 does not do per-file conflict resolution. As in, you can't have a mod A overriding all but one file in mod B, and that one file getting overridden by mod B. This could in some cases seem like a major issue, but after years of using it I'm kinda glad it doesn't do that. I'd hate to have to remember or look this information up on such a granular level. Also if you absolutely have to shoot yourself in the leg here, there's ways around it in MO2 as well. I suppose it very much comes down to the question of how does Vortex install its mod in these mix-n-match situations. If it always extracts all files into a directory and keeps the mixin-n-matching separate then theoretically all you'd have to do switch to MO2 is find this directory and copy/move it over to MO2's mods directory.
Gukahn Posted August 27, 2024 Posted August 27, 2024 3 minutes ago, traison said: I suppose it very much comes down to the question of how does Vortex install its mod in these mix-n-match situations. If it always extracts all files into a directory and keeps the mixin-n-matching separate then theoretically all you'd have to do switch to MO2 is find this directory and copy/move it over to MO2's mods directory. yes, vortex installs all mods in folders, kinda like the old Nexus mod manager did. Like you said, the solutions for conflicting mods is different, so instead of trying to swap the entire mod installation, I think it would be better to just purge all mods and start clean when switching 🤔 But I'm not sure why Nemeis and FNIS shouldn't work with vortex. I never used nemesis, nore combined the two, shouldn't it be the same thing for every manager?
traison Posted August 27, 2024 Posted August 27, 2024 (edited) 2 minutes ago, Gukahn said: I think it would be better to just purge all mods and start clean when switching Oh yes, definitely purge from Vortex first. Any file in the Data directory is going to prevent MO2 from "replacing" that file through its usvfs. There must be no mod file from Vortex left behind. 2 minutes ago, Gukahn said: But I'm not sure why Nemeis and FNIS shouldn't work with vortex. I think the key word in the OP was "easier". I remember reading it being easier in MO2 before, but I couldn't tell you why. Edited August 27, 2024 by traison 1
Grey Cloud Posted August 27, 2024 Posted August 27, 2024 There are videos on how to migrate from Vortex to MO2.
Kaotik Posted August 27, 2024 Author Posted August 27, 2024 (edited) 21 minutes ago, Gukahn said: But I'm not sure why Nemeis and FNIS shouldn't work with vortex. I never used nemesis, nore combined the two, shouldn't it be the same thing for every manager? 19 minutes ago, traison said: I think the key word in the OP was "easier". I remember reading it being easier in MO2 before, but I couldn't tell you why. Yeah, all I know I've tried both the "use built-in fnis to get the data file, disable it, run nemesis, enable it, disable fnis behavior" thing, I've tried copying all but the character folder after FNIS, running nemesis, then copying FNIS files back. Both which are supposed to work. And yet animals are just standing there during animations. edit: scratch that, now it suddenly works 😮 Edited August 27, 2024 by Kaotik
davisev5225 Posted August 27, 2024 Posted August 27, 2024 The best possible decision you could make here is to throw Vortex in the garbage where it belongs and switch to MO2. Yes, it will require reinstalling all your mods, but the effort is well worth it. Vortex is a mess, and it's seemingly by design, so I don't forsee it ever getting fixed.
Pavlovian Afterdark Posted August 27, 2024 Posted August 27, 2024 12 minutes ago, Kaotik said: Yeah, all I know I've tried both the "use built-in fnis to get the data file, disable it, run nemesis, enable it, disable fnis behavior" thing, I've tried copying all but the character folder after FNIS, running nemesis, then copying FNIS files back. Both which are supposed to work. And yet animals are just standing there during animations. edit: scratch that, now it suddenly works 😮 Yea the first way you wrote is how I do it. one thing I noticed is that if it does not work at first is that you did it on a already existing save so you gotta reset animations registry on Sexlab MCM.
Kaotik Posted August 27, 2024 Author Posted August 27, 2024 9 minutes ago, Pavlovian Afterdark said: Yea the first way you wrote is how I do it. one thing I noticed is that if it does not work at first is that you did it on a already existing save so you gotta reset animations registry on Sexlab MCM. It was the second one that worked this time for me. But it seems there's another issue - my female character is for whatever doing male roles in human animations, while males are doing female. I've checked and double checked that in SL and all related the char is set as female, just like in character creation.
Pavlovian Afterdark Posted August 27, 2024 Posted August 27, 2024 18 minutes ago, Kaotik said: It was the second one that worked this time for me. But it seems there's another issue - my female character is for whatever doing male roles in human animations, while males are doing female. I've checked and double checked that in SL and all related the char is set as female, just like in character creation. Now thats odd. If you used the second way that means you moved folders right? could be that you moved a folder to a wrong place? you could try reseting sexlab settings to default on MCM but if it was an issue with folders that may not fix it. This is the post I followed to make Fnis and Nemesis work together and never had any issue other than when I did it for the first time and had to reset the animation registry. dont even need to do it on new saves and has the upside that you only gotta do it when you add new creature animations since Nemesis adds normal male-female animations by itself. You could try give it one more go before jumping to MO2. couldn't hurt. 2
Kaotik Posted August 27, 2024 Author Posted August 27, 2024 (edited) 39 minutes ago, Pavlovian Afterdark said: Now thats odd. If you used the second way that means you moved folders right? could be that you moved a folder to a wrong place? you could try reseting sexlab settings to default on MCM but if it was an issue with folders that may not fix it. This is the post I followed to make Fnis and Nemesis work together and never had any issue other than when I did it for the first time and had to reset the animation registry. dont even need to do it on new saves and has the upside that you only gotta do it when you add new creature animations since Nemesis adds normal male-female animations by itself. You could try give it one more go before jumping to MO2. couldn't hurt. Yeah, moved folders, pretty sure I did it the right way around (and if I didn't, animal animations for sure shouldn't be working). I've tried that method you posted but couldn't get it to work, animals were just standing in animations. I'll try if resetting sexlab setting and hope for the best it fixes the human(oid) animations position swap Edited August 27, 2024 by Kaotik
Dragon on the Web Posted August 27, 2024 Posted August 27, 2024 3 hours ago, davisev5225 said: The best possible decision you could make here is to throw Vortex in the garbage where it belongs and switch to MO2. Yes, it will require reinstalling all your mods, but the effort is well worth it. Vortex is a mess, and it's seemingly by design, so I don't forsee it ever getting fixed. Vortex is decidedly not a mess. I've been using it for a long time to manage an install with over 500 active mods. The issues are that A. people don't want to put in the effort to learn how to use it, B. MO2 has a ton more tutorials as a result, and C. any time someone has an issue using vortex - which is 99.99% of the time extremely easy to solve - they are immediately told to "switch to MO2" instead.
Grey Cloud Posted August 28, 2024 Posted August 28, 2024 On 8/28/2024 at 12:12 AM, Dragon on the Web said: Vortex is decidedly not a mess. I've been using it for a long time to manage an install with over 500 active mods. The issues are that A. people don't want to put in the effort to learn how to use it, B. MO2 has a ton more tutorials as a result, and C. any time someone has an issue using vortex - which is 99.99% of the time extremely easy to solve - they are immediately told to "switch to MO2" instead. You forgot D. The MO2 evangelicals like the plant pot you quoted. I switched to MO2 in the spring and I prefer it to Vortex for a number of reasons but that doesn't mean that Vortex belongs in the garbage. To say it is a mess "seemingly by design" is just childish nonsense.
Dragon on the Web Posted August 29, 2024 Posted August 29, 2024 14 hours ago, Grey Cloud said: You forgot D. The MO2 evangelicals like the plant pot you quoted. I switched to MO2 in the spring and I prefer it to Vortex for a number of reasons but that doesn't mean that Vortex belongs in the garbage. To say it is a mess "seemingly by design" is just childish nonsense. yep. I assume a lot of it stems from when vortex was still in beta and DID have some issues as is such from something in beta.
Just Don't Posted August 29, 2024 Posted August 29, 2024 (edited) It's not that it's a mess by design. It's just that each mod manager is trying to accomplish very different goals. Vortex has to be the bannered software you use to manage a lot of games, like really a lot of them. After all, it has support for all the files Nexusmods hosts. MO2 on the other hand was always a project made to manage Bethesda games. And it shows, there's a clear distinction in terms of features and support between a Bethesda game and other games (and even between Bethesda games, i.e. until recently Oblivion was annoying to mod with MO2 due to the prevalence of OMOD files as preferred installer format). From that single difference in scope you can see the effects of trying to make your software appealing in terms of how much you can do with it and how user friendly it can be. But then you see the aftermath of that design: to this day there are paragraphs of explanation and rationale about why drag&drop tweaks to your loadorder isn't something Vortex wants to encourage, resolving conflicts has you jumping through different groups and rules that most users don't fully understand or just complete to dismiss messages without checking the actual conflicts at play. I'm not sure if this changed at some point, but I remember trying to troubleshoot stuff for Vortex users was a total PITA because there was no quick way to get the full modlist (aka list of installed mods, not only loadorder/plugins). Plus getting a constant reminder to get premium while I try to manage my mods isn't that appealing, YMMV of course. And this is not exclusive to MO2 vs Vortex. In most cases you'll have a better experience if you use a 3rd party mod manager created to manage a game in particular. Vortex has both the advantage and burden of scope. And all the obvious advertisement from the site itself. Edited August 29, 2024 by Just Don't
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