The author of "Anatriax's Guide to an Immersive Skyrim". Please report bugs back here (or in the FNV tech support thread) and we'll do our best to help you solve the problems. Thanks for what you have done for the modding community and best of luck with whatever decision you make.DISCLAIMER: Using this guide does not guarantee a 100% bug proof game. The Vortex team also needs to make 'extensions' to enable other games to work with it. They have a side project going to test a version of Vortex that uses a virtual file system like MO2. If you decide NOT to go forward with a FOMM rebuild, you might consider offering help to the Vortex team. Vortex promises to do that, and so far I have had good results with it on multiple games (Skyrim SE, Fallout 4, Dragon Age Origins, and Dragon Age 2).
The sense I get from member comments is that most are happy with MO2 and see no reason to change.īut I would prefer a mod manager I can use for multiple games - even beyond Bethesda titles. In this and related subreddits, MO2 is the preferred mod manager for Bethesda titles. I have used FOMM in the past with FONV with no problems. Just starting to use Vortex with FO3 and FONV, so it is too early for me to say if you should make a big time commitment to update/replace FOMM. Also for those looking for simplicity I sadly think the future of that will become automated mod downloaders and installers. Or the TLDR Either you end up missing out on what I see as crucial functionality or become so similar to MO2 and Vortex that I personally don't see the point. Because they allow for all sorts of complexities while being incredible simple to use for the end user. I think automated mod installers such as wabbajack with carefully curated lists will be the future of that. That's not to say modding can't be made simpler, but as much as I hate to admit it. But at that point you aren't really adding anything over those 2 and you added a layer of abstraction. This too can be prevented by using a linking system similar to MO2 and Vortex. But by that point you are looking at wasted drive space.
Or you could just keep all mods in an unzipped state in a separate folder. Then you run into the problem of it not being lightweight as you would need a tracking system for these conflicts and for every resolved conflict you would need to unzip a file, delete a file from the data folder and replace it.
But that forces users to install stuff in a specific order which would actually complicate things past anything more than a handful of mods.īut say you actually managed to come up with a better conflict resolution method, that's similar to MO2 and Vortex but still manages to directly put files in the game's data folder. You can stick with the overwrite or don't overwrite button. But I question it's practicality yes you can probably make a simple drag and drop mod manager, but how are you going to handle mod file conflicts? Which are actually rather common. The idea for a simple, lightweight mod manager is great. But I will go into my reasoning for this below. I personally think that between Vortex and MO2, Fallout and TES games are covered pretty well and I personally don't think a mod manager simpler than Vortex is the way to go. This subreddit should be night mode compatible r/galaxynewsradio - Fallout-sounding music r/falloutcosplayers - Fallout-related cosplay r/Wasteland - A subreddit for the Wasteland games. r/thefalloutdiaries - Journal-like fan fiction. r/falloutlore - In-depth discussion of Fallout lore. r/falloutmods - Everything Fallout Modding r/classicfallout - Fallout 1 & 2 community
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