z-edit / zedit-unified-patching-framework

A zEdit module which provides a framework for dynamic patch generation, similar to SkyProc/SUM.
MIT License
14 stars 3 forks source link

How to use this with Vortex? ...and how I see where there are conflicts? #33

Open Skarm-Ghelmaad opened 2 years ago

Skarm-Ghelmaad commented 2 years ago

Hi, I've downloaded your utility, which seems to do a lot of great stuff, but I have a few perplexities: a) I have made a zPatch.esp with all my files, but your patch is completely invisible to the Vortex mod manager...how I make it visible? And, moreover, where is it stored? I am asking because the usual place ("C:\Users\Jashkar[user]\My Games\Fallout4") has no reference whatever to mods, the mod folder inside the game folder is empty, the folders* used by Vortex seems to only have the stuff that Vortex sees...in essence the zPatch.esp seems to be just the "imaginary friend" of your zEdit app! :-/ Do you have any idea of where it could be stored or how to force Vortex to see it? b) How I can see if there are conflicts between mods? In the old-time editors (i.e., Wrye Bash, etc...) I remember there was the "filter for cleaning" and I'd use that, but your utility seems to have moved away from that logic, the documentation isn't so clear about that part and I couldn't find any tutorial about this... :( ...what is the equivalent of "filter for cleaning" in your utilty? Or there is nothing as it is all automated?

( Moreover I was wondering if there is some way to understand which mods are better to patch and which ones aren't good to patch...while I like a lot having automated things, not having any kind of information or suggestion from the utility about what is better to merge or not feels worrisome... there is any way or any doc in which I could find more info about merging? I am trying to play with a lot of mods, but, as I have Horizon, I notice that the number of individual patches is getting simply ludicrous and each patch means one less esp available for other things... with Wrye Bash I remember that at a certain point, after making the patch, you'd be suggested which mods you could simply remove... but there is no such a suggestion here or I can't find it...there is a way to get this info from your new utility? )

Thanks, Skarm

Skarm-Ghelmaad commented 2 years ago

Sorry... I have screwed up here!! Still I have no clue where the esp may be stored, but by removing Vortex's filters I found it!!

However I am still a bit worried about not knowing how to do the usual cleaning or conflict resolution activities of the old apps...or your utility solves them automatically?