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Not a bug Enabling IDEK disables 2 carry weight plugins...

SME

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Enabling the SS IDEK Logistics Stations mod disables "CarryWeight99999.esp" and CarryWeight200Strength.esp" using NMM. IDEK doesn't show up in the plugin list (does in the mod list) at all.

If I enable all 3 (in NMM) before launching, then I have to enable IDEK in the "MODS" section of the loader before loading a save. Once I quit a game, the 2 carry weight mods are disabled again.
 
IDEK Logistics Stations is an .esl file. You need NMM version 0.63.17 or newer to see .esl files in the plugin window. Sometimes you need to restart NMM for it to show the .esl files.

If you look at the post section of the mod's page at Nexus, there's a sticky post on top where you'll findout more, and how to obtain the right NMM version.
 
IDEK Logistics Stations is an .esl file. You need NMM version 0.63.17 or newer to see .esl files in the plugin window. Sometimes you need to restart NMM for it to show the .esl files.

If you look at the post section of the mod's page at Nexus, there's a sticky post on top where you'll findout more, and how to obtain the right NMM version.

I'm running 63.14 but it says there are no upgrades...so that might be it. Thanks...
 
Actually I can't, but you can. :)
Top right corner you'll find some thread editing tools.

Also, in that Interesting thread I linked to above, @EyeDeck is IDEK.
 
This is a consequence of unfortunate timing; Nexus Mods decided to EOL Nexus Mod Manager, and in doing so also stopped auto-updating NMM on an arbitrary version number (0.63.14). This version does not fully support the latest versions of FO4 or Skyrim SE, so I have to redirect users to the actual latest version of NMM instead.

I was hoping that Vortex would put the final nail in NMM's coffin, but it looks to me like the Vortex developers have made some questionable design decisions that I believe are going to put a lot of users off.
  • The screenshots of the UI I've seen so far are exactly what I expected it to - but sincerely hoped it wouldn't - look like, reminding me of the Windows Metro UI that I hate.
  • Tannin chose a style of virtualization that absolutely requires all mods to be installed on the same drive as the game, and also does not allow the user to force a particular install directory, always installing in Program Files on C:
  • Manual plugin load order sorting is apparently gone, now you are required to use LOOT, and if you want to move a plugin's load order manually, you have to use the LOOT-style interface to set sorting rules.
  • This one isn't a deliberate design decision like the others, but the profile import from NMM functionality doesn't work properly for a lot of users.
I wouldn't be using it myself regardless since I'm very content with MO2, but I really hoped it would get end users off NMM, since that program has caused me so many headaches as a mod author as a result of it doing things wrong. But, people hate change, and these are exactly the sort of things that I expect will keep users from wanting to update, so I fully expect to have to continue supporting NMM forever.
 
I only use NMM for the convenience since Nexus has the most mods. I'm sure I've used MO ( it sounds familiar at least) in the past but maybe not FO4 though. Updating to 64.0 helped so far but I just got it so I haven't had time to mess with it much. I do use LOOT too though... ;)
 
This is a consequence of unfortunate timing; Nexus Mods decided to EOL Nexus Mod Manager, and in doing so also stopped auto-updating NMM on an arbitrary version number (0.63.14). This version does not fully support the latest versions of FO4 or Skyrim SE, so I have to redirect users to the actual latest version of NMM instead.

I was hoping that Vortex would put the final nail in NMM's coffin, but it looks to me like the Vortex developers have made some questionable design decisions that I believe are going to put a lot of users off.
  • The screenshots of the UI I've seen so far are exactly what I expected it to - but sincerely hoped it wouldn't - look like, reminding me of the Windows Metro UI that I hate.
  • Tannin chose a style of virtualization that absolutely requires all mods to be installed on the same drive as the game, and also does not allow the user to force a particular install directory, always installing in Program Files on C:
  • Manual plugin load order sorting is apparently gone, now you are required to use LOOT, and if you want to move a plugin's load order manually, you have to use the LOOT-style interface to set sorting rules.
  • This one isn't a deliberate design decision like the others, but the profile import from NMM functionality doesn't work properly for a lot of users.
I wouldn't be using it myself regardless since I'm very content with MO2, but I really hoped it would get end users off NMM, since that program has caused me so many headaches as a mod author as a result of it doing things wrong. But, people hate change, and these are exactly the sort of things that I expect will keep users from wanting to update, so I fully expect to have to continue supporting NMM forever.

Install directly in C:\Program Files\, I hope that only goes for the program itself and not the mod directory? I will never ever use this application if it forces xx gigabytes of mods onto my C: drive.
And manual plugin load order sorting is needed, LOOT is smart but not that smart, manual sorting was needed for 2-3 of my Skyrim SE mods otherwise they would actually break because of conflicts that LOOT didn't handle correctly. And I have a modlist usually around 50ish mods, most people run with more mods than that.
 
Install directly in C:\Program Files\, I hope that only goes for the program itself and not the mod directory?
Both, sort of. It's because the virtualization method that Vortex uses at the moment, as far as I'm aware, relies solely on NTFS hard links, and in order for hard links to work, all mod files must be on the same drive as the game directory. After a substantial amount of complaining, reportedly the Vortex devs are planning to at least allow the program to be installed somewhere other than C:\Program Files, however until alternative virtualization methods are implemented, all mods must be installed to the same drive as the game. I have a hard time understanding why Tannin didn't just use his own USVFS, which he wrote himself, and already does not have this limitation.

Now, it's possible that Vortex actually uses symlinks and not hard links, and if this is the case then the game/mod directory drive dependence would not be the case, however I'm seeing more information that says it uses hard links than symlinks, so I'm not sure what to believe.
 
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And I have a modlist usually around 50ish mods, most people run with more mods than that.
I think I'm at around 120 right now; I should probably clean some of those out but I'm not sure which ones I don't need anymore and I'm too lazy to look them all up again. :P
 
Both, sort of. It's because the virtualization method that Vortex uses at the moment, as far as I'm aware, relies solely on NTFS hard links, and in order for hard links to work, all mod files must be on the same drive as the game directory. After a substantial amount of complaining, reportedly the Vortex devs are planning to at least allow the program to be installed somewhere other than C:\Program Files, however until alternative virtualization methods are implemented, all mods must be installed to the same drive as the game. I have a hard time understanding why Tannin didn't just use his own USVFS, which he wrote himself, and already does not have this limitation.

Now, it's possible that Vortex actually uses symlinks and not hard links, and if this is the case then the game/mod directory drive dependence would not be the case, however I'm seeing more information that says it uses hard links than symlinks, so I'm not sure what to believe.

Well if Vortex uses hard links (same as NMM) and doesn't have load order sorting I don't see it as a major upgrade from NMM at all. Guess I'll wait and see what they do with vortex, hopefully they take to the criticism and improve on these things.
In NMM you can atleast set where the mod directory goes for each game, I expect the same to be true for Vortex otherwise it's actually a step backwards.
 
@EyeDeck this - disables "CarryWeight99999.esp" and CarryWeight200Strength.esp" - is that a normal behaviour of activating your mod?
 
Thanks. Good to know. It's soo damn many variations out there. Thought I better ask when we were on the subject.
 
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Sorry if this comes out as offensive, it's not meant to be. But, I have to ask why [on PC]?
Why not just open console and write: player.modav carryweight 5000 (or whatever number you want)?

(I actually doesn't understand why you'd put in a mod for that little change. You're only inviting mod conflicts, as shown above, without getting anything for it.)
 
Sorry if this comes out as offensive, it's not meant to be. But, I have to ask why [on PC]?
Why not just open console and write: player.modav carryweight 5000 (or whatever number you want)?

(I actually doesn't understand why you'd put in a mod for that little change. You're only inviting mod conflicts, as shown above, without getting anything for it.)
Lazy I guess, I use other console commands I should get rid of those and do it that way but I haven't got around to cleaning everything up.
 
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