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 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].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."
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.
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.
- 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.
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.
- 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.
Still, it can't be worse than NMM.
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