1 files were not correctly deployed (see log for details). The most likely reason is that files were locked by external applications so please ensure no other application has a mod file open, then repeat deployment. From what I know, he didn't have anything open apart from Vortex and Stea...
1 files were not correctly deployed (see log for details). The most likely reason is that the files were locked by external applications so please ensure no other application has a mod file open, then repeat deployment. I have nothing but Vortex, Chrome, and some windows open... ...
As I mentioned above, the only way for the script merger to detect those is if the mods are still deployed inside the mods folder, so by the sound of it, Vortex did not remove the files correctly.Can you please attach your vortex.log files which should be located inside your "%appdata...
Unfortunately the deployment system is still sequential from a modType perspective and does not adhere to deployment rules; what this means is - for us to ensure that the correct files are deployed to the game's folder, a purge MUST occur before a deployment takes place when a modType file...
4. Include the log files Vortex logs can be found under the triple dot in the upper right corner, Diagnostic Files, find the right timeframe to show the problem/error from the list, check all four boxes (including Debug!), and then copy to clipboard. ...
This is a collection issue for reports about the game crashing or mods not working in game. All Vortex does is install mods and potentially do some changes to ini files, it can not directly cause your game to crash. It can not keep mods ...
First of all: Forget about .ini.baked and .ini.base, these are Vortex internal files. Don't delete them, don't edit them. They are necessary for Vortex to operate correctly but you're not supposed to do anything with them. You use the regular .ini just like you would if you were ...
Vortex Version: 1.3.8 Memory: 63.91 GB System: win32 x64 (10.0.19041) As we all know, Skyrim and Skyrim SE are hard coded to accept no more that 254 .esp files at one time. This is bypassed in SSE with the implimentation of .espf or .esl...
As far as I can remember, not ALL *.package and *.ts4script mods will function without a sub-directory; simplest example (and lets be honest, the most used Sims 4 mod of all) Wicked Whims will not function correctly if its files are simply dropped inside the top level of the mods ...