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

I wouldn't really call it a conflict, just NMM doing silly things. If you asked me whether using my mod with an old version of NMM causing demons to fly out of your nose is normal behavior, I would tell you "yes."
 
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.)

I didn`t know this command.
Thanks for the tip.One esp less for my next playthrough.

@EyeDeck : Your Trick with putting the Name of the esl-file into the Fallout4.ccc is super genial.
 
I wouldn't really call it a conflict, just NMM doing silly things. If you asked me whether using my mod with an old version of NMM causing demons to fly out of your nose is normal behavior, I would tell you "yes."

Well, there's your next mod idea. Get on it.
 
I wouldn't really call it a conflict, just NMM doing silly things. If you asked me whether using my mod with an old version of NMM causing demons to fly out of your nose is normal behavior, I would tell you "yes."
I agree, it's not a mod conflict per se. My point is more or less the same issue that you mentioned, every .esp added increases the risk of something getting messed up. So if you can do it with one console command, I'd recommend that. I should've written: I recommend that you do [this] instead of [that]. :)
Much much friendlier.
 
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 started experimenting with it: https://www.nexusmods.com/site/mods/1.
  • Yes, it has the Windows UI. The design feels really intuitive. But I definitely get why it bothers folks.
  • You CAN install on a different drive from the game(s). It was very easy for me to do it (and that says a lot). Gopher has a tutorial:
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  • Vortex does have integrated load order sorting, but you can turn it off and drag and drop the plugins just like NMM/MO.
  • You are correct that NMM import isn’t working. Also, even though NMM can sometimes detect the metadata just by looking at an archive name, at the moment Vortex only seems to find the NMM id and doesn’t pull data. I hope this will be improved later (I reported it).
The biggest change I noted so far is it is SUPER fast. Mods that took minutes to install or download on NMM take seconds in Vortex. I don’t know the details but it has something to do with the way it stores files.

Tannin has his work cut out to get it to beta, it has quite a few issues to iron out,

My hope for you and other modders is that Gopher gets his tutorials done quickly so you can just direct users there. Maybe that is wishful thinking!
 
  • You CAN install on a different drive from the game(s). It was very easy for me to do it (and that says a lot). Gopher has a tutorial:
  • Vortex does have integrated load order sorting, but you can turn it off and drag and drop the plugins just like NMM/MO.
These two were both true when I wrote that post. The developers defended the first one by saying that this was the convention recommended by Microsoft, though they've since given in and have rewritten the installer to support arbitrary install directories. It remains true that mods must be installed on the same logical drive as the game, and will continue to do so until Tannin gets around to supporting his own usvfs, which may or may not ever happen.

I can force a plugin into always using a specific load order index, and there's the LOOT-style dependency thing I mentioned, but as far as I can tell, there remains to be no way to sort load order using the old-fashioned manual drag-and-drop. Tannin was very adamant about having it this way, saying that there were no plans to support this, and someone would need to write an unofficial plugin for Vortex for it. Really, I'm not necessarily against it working this way, but I know the sorts of things that will immediately turn potential users off a piece of software, and this stands out to me as one of those things.

Still, it can't be worse than NMM. I can get over an annoying UI if it at least works correctly on the back end, which is definitely something that NMM consistently fails to do.
 
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