Please update to Vortex 1.14.0-beta.4 to use LOOT sorting functionality. If you're on the 1.13.7 stable branch, you'll have to go to the Settings Page -> Vortex Tab -> change the update channel to 'Beta' and install the update.
The default load ordering page will only allow you to sort your mods using the current masterlist. To define custom rules or use groups, you will have to switch to the rules-based system. This is done through the Settings Page -> Mods Tab -> Oblivion Remastered Settings area will include a dropdown button which will allow you to switch between rules-based or drag and drop.
Vortex keeps complaining that this extension is not installed even after manually downloading it and dropping installing it in the Extensions section of Vortex and restarting. I now see the Oblivian Remastered Extension 0.1.7 in the Extensions, however on starting Vortex, it is crying that it can't install it!
Do I need the Beta Version? I currently have the version of Vortex that was updated 1.14.4
Wondering if it would be possible to add support for purging non-vanilla save files? Some mods leave save files behind and cause a crash despite purging. They very much require the user to know what they're looking for. Simple blueprint mod loader is one such example unlike other examples that put their save files in a folder called Mods within the save folder. SML creates an easy to miss file called sml_data.sav and may have led myself and others to reinstall the entire game out of frustration and confusion.
Simple Mod Loader should not be used. Just use the Blueprint loader in UE4SS. It works fine. That particular mod uploader is causing lots of confusion for people.
This particular individual is referring to the .sav UE save files that the mod loader uses to store data. These are not save game files.
This is why we don't use janky mod loaders created to farm DP. Go talk to that mod author about it. It has literally nothing to do with Vortex.
Is there a benefit to all the file dates being reset to 2000? AFAIK only OG Oblivion makes use of those dates. Cons: • When being prompted about changed files, Vortex seems to default to keeping the newer file, but this makes that unintuitive/inaccurate. • When working on my files, I can't sort by last modified to easily pull out my edited plugins for uploading.
Edit: This behavior was changed since this comment. If someone knows of a reason to set these dates, please do share. Update: The change to not set file times has been put off for now in case it is useful for users of Construction Set.
Should work as long as you start-up Vortex after LOOT sorted your plugins.txt file. Are you aware of any issues with the beta which are blocking you from switching?
As an FYI - the beta is due to become stable next week, so if you're aware of any issues with the beta, please let us know!
When LOOT receives an update (not just masterfile) will vortex get it? There will be some changes to the base rules around .esm handling in the next update.
@Zanderat - a new Vortex version is required whenever there's a significant change in libloot. Let me know when that happens and I'll update our libraries to pull the latest version.
So whenever you deploy your mods, Vortex scans the staging folder for merge-able ini files (currently only Altar.ini) and creates a fully merged file inside that mod in staging. That "mod" will never be deployed, but it's used by Vortex's core ini_prep extension to apply the ini tweaks over to the game's Altar.ini file.
Can you please remove OBSE64 as a requirement? I don't use any mods that utilize it and don't appreciate being told to install it every time I start Vortex.
When enabling rules-based load order management, no plugins are showing up and it says "No plugins, something seems to have gone wrong." Restarting Vortex then gives me an error: "Extension failed to initialize."
Spoiler:
Show
Error: An object could not be cloned. at a.send (node:electron/js2c/renderer_init:2:7366) at E:\Vortex App\resources\app.asar.unpacked\bundledPlugins\gamebryo-plugin-management\index.js:2:668239 at Array.forEach (<anonymous>) at E:\Vortex App\resources\app.asar.unpacked\bundledPlugins\gamebryo-plugin-management\index.js:2:668206 at tryCatcher (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\util.js:16:23) at Promise._settlePromiseFromHandler (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:547:31) at Promise._settlePromise (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:604:18) at Promise._settlePromise0 (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:649:10) at Promise._settlePromises (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:729:18) at Promise._fulfill (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:673:18) at Promise._resolveCallback (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:489:14) at Promise._settlePromiseFromHandler (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:559:17) at Promise._settlePromise (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:604:18) at Promise._settlePromise0 (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:649:10) at Promise._settlePromises (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:729:18) at Promise._fulfill (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:673:18)
This is on Vortex version 1.14.0-BETA.4. This has been fixed in 1.14.0-BETA.5.
Edit: I've also just installed my first mod with a conflicting file. Even when I set one to load after the other, neither version of the file actually gets deployed. When I disable one of the conflicting mods, the file gets deployed as expected.
I also occasionally edit a deployed file, redeploy, and the staged file gets updated to the deployed file with no prompt asking which one I want to keep.
Edit 2: The date modified for each plugin is being updated, presumably to make the load order be correct in xEdit, but it isn't actually setting it based on load order. This has been fixed in 1.14.0-BETA.5
It's Magic Skill Leveling Fixed, trying to load the Config - Uncapper Enabled optional file after the main file doesn't seem to work. The config.lua file from the main download gets deployed instead. Thankfully it's a Lua file so it's easy enough for me to just edit the main file for now.
Unforunately I'm unable to reproduce this on my end. Are you checking the `vortex.deployment.json` file to see which file is getting deployed? (should be located at the root folder of the game)
Also - which deployment method are you using?
You can confirm the file entry source in the json file:
I've found where the exact issue was. I set the rule to load Config - Uncapper Enabled after Magic Skill Leveling Fixed, but then looking at the individual file rules the Win64 path was still set to load the original one instead. Not sure what exactly caused that, but at least this troubleshooting helped me find where the problem was ♥
Currently having issues booting up Oblivion Remastered with .ESP Mods installed. Seems like the Plugin.TXT file only works whenever its at its base form: Oblivion.esm DLCBattlehornCastle.esp DLCFrostcrag.esp DLCHorseArmor.esp DLCMehrunesRazor.esp DLCOrrery.esp DLCShiveringIsles.esp DLCSpellTomes.esp DLCThievesDen.esp DLCVileLair.esp Knights.esp AltarESPMain.esp AltarDeluxe.esp #AltarGymNavigation.esp #TamrielLeveledRegion.esp
I updated Vortex to 1.14.0-Beta.3 . Which did not resolve the issue. Game was loading fine last week. Currently getting the following Exception Error:
My Vortex just updated to beta 4. I now have a button that says "sort via loot", which seems to work fine. But I see no way to add any custom rules or use groups. Thanks.
@Zanderat - FBLO only supports quick loot sort using the active masterlist. To fully use the LOOT integration you'll have to switch to the classic rules-based load ordering component. You can do this by going to the Settings Page -> Mods Tab -> Oblivion Remastered Settings and use the dropdown button to select "Rules-Based"
281 comments
The default load ordering page will only allow you to sort your mods using the current masterlist. To define custom rules or use groups, you will have to switch to the rules-based system. This is done through the Settings Page -> Mods Tab -> Oblivion Remastered Settings area will include a dropdown button which will allow you to switch between rules-based or drag and drop.
Do I need the Beta Version? I currently have the version of Vortex that was updated 1.14.4
This particular individual is referring to the .sav UE save files that the mod loader uses to store data. These are not save game files.
This is why we don't use janky mod loaders created to farm DP. Go talk to that mod author about it. It has literally nothing to do with Vortex.
Cons:
• When being prompted about changed files, Vortex seems to default to keeping the newer file, but this makes that unintuitive/inaccurate.
• When working on my files, I can't sort by last modified to easily pull out my edited plugins for uploading.
Edit: This behavior was changed since this comment. If someone knows of a reason to set these dates, please do share.Update: The change to not set file times has been put off for now in case it is useful for users of Construction Set.
As an FYI - the beta is due to become stable next week, so if you're aware of any issues with the beta, please let us know!
You can test this new functionality with mods such as:
https://www.nexusmods.com/oblivionremastered/mods/436
https://www.nexusmods.com/oblivionremastered/mods/443
Disabling the mod will restore the default Altar.ini file.
When enabling rules-based load order management, no plugins are showing up and it says "No plugins, something seems to have gone wrong." Restarting Vortex then gives me an error: "Extension failed to initialize."Error: An object could not be cloned.
at a.send (node:electron/js2c/renderer_init:2:7366)
at E:\Vortex App\resources\app.asar.unpacked\bundledPlugins\gamebryo-plugin-management\index.js:2:668239
at Array.forEach (<anonymous>)
at E:\Vortex App\resources\app.asar.unpacked\bundledPlugins\gamebryo-plugin-management\index.js:2:668206
at tryCatcher (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\util.js:16:23)
at Promise._settlePromiseFromHandler (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:547:31)
at Promise._settlePromise (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:604:18)
at Promise._settlePromise0 (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:649:10)
at Promise._settlePromises (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:729:18)
at Promise._fulfill (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:673:18)
at Promise._resolveCallback (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:489:14)
at Promise._settlePromiseFromHandler (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:559:17)
at Promise._settlePromise (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:604:18)
at Promise._settlePromise0 (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:649:10)
at Promise._settlePromises (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:729:18)
at Promise._fulfill (E:\Vortex App\resources\app.asar\node_modules\bluebird\js\release\promise.js:673:18)
This is on Vortex version 1.14.0-BETA.4.
This has been fixed in 1.14.0-BETA.5.Edit:
I've also just installed my first mod with a conflicting file. Even when I set one to load after the other, neither version of the file actually gets deployed. When I disable one of the conflicting mods, the file gets deployed as expected.I also occasionally edit a deployed file, redeploy, and the staged file gets updated to the deployed file with no prompt asking which one I want to keep.
Edit 2:
The date modified for each plugin is being updated, presumably to make the load order be correct in xEdit, but it isn't actually setting it based on load order.
This has been fixed in 1.14.0-BETA.5Also - which deployment method are you using?
You can confirm the file entry source in the json file:
{
"relPath": "OblivionRemastered\\Binaries\\WinGDK\\ue4ss\\Mods\\MagicSkillLevelingFixed\\scripts\\config.lua",
"source": "Config - Uncapper enabled-3965-1-1-2-1748461697",
"target": "",
"time": 1748415976000
},
{
"relPath": "OblivionRemastered\\Binaries\\Win64\\ue4ss\\Mods\\MagicSkillLevelingFixed\\scripts\\config.lua",
"source": "Config - Uncapper enabled-3965-1-1-2-1748461697",
"target": "",
"time": 1748415982000
},
I've found where the exact issue was. I set the rule to load Config - Uncapper Enabled after Magic Skill Leveling Fixed, but then looking at the individual file rules the Win64 path was still set to load the original one instead. Not sure what exactly caused that, but at least this troubleshooting helped me find where the problem was ♥
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
#AltarGymNavigation.esp
#TamrielLeveledRegion.esp
I updated Vortex to 1.14.0-Beta.3 . Which did not resolve the issue. Game was loading fine last week. Currently getting the following Exception Error:
EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000018
Update: Turns out its not the Vortex Version but it was a Mod I downloaded. Game works fine now. Disregard, thanks.
Thanks