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v2.1.2Virtual File System (usvfs) changes:
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The official guide for using Mod Organizer to manage your mods
GUIDE FORUM THREAD
OFFICIAL SUPPORT FORUM About Mod Organizer
Mod Organizer by Tannin (Tannin42 on the Nexus) is an advanced mod manager for Fallout 3, Fallout New Vegas, Oblivion, and Skyrim. It is localized in English (American), Czech, Dutch, French, German, Japanese, Korean, Russian, Spanish, Turkish, and Chinese (both simplified and traditional). Its primary purpose is to provide a way to install mods in a manner that leaves the game's install folder intact and untouched, doing so via a virtual file system. By keeping every mod it installs entirely separate from one another, it makes installation and uninstallation of mods quick and easy. It automatically detects mods in conflict and provides straightforward methods for resolution via Priorities. The modder is also given the ability to have multiple profiles for quick swapping between different modded setups.
Features:
Related Videos:
How to use this guide..
This guide has many innovative features intended to help you quickly find the information desired, so you can get back to modding as quickly as possible. It is also written in a manner that can be read straight through so you can gain a nearly comprehensive knowledge of the program.
White skim text
Useful side information Side boxes typically located to the right of the general vicinity of the applicable content are sparingly used throughout the guide to quickly instruct you on key concepts. White skim text may be implemented in these as well. This guide is augmented with white text to help make it easier to skim. Important words are changed to the white color rather than the normal light grey color to form 'skim phrases.' This is currently inconsistent throughout the guide.
Videos
Unlike most wiki guides you find on the internet, video tutorials covering the information in this guide are integrated throughout this guide. Official guide videos are linked in the headers, provided by courtesy of GamerPoets. These tutorials are carefully reviewed for their technical correctness and usefulness. Please like and subscribe to show your support, as he does this without any monetary compensation out of his own good free will, like all members contributing to the STEP Project.
The following is an example link to a video directly relevant to a topic: STEP Video
Additionally, an example of 'other related videos' that we find useful are linked at the bottom of applicable sections like so:
Related Videos:
Pictures
Pictures showing the general area of the feature in question are strategically-placed throughout the guide. Notice the image below, which shows the location of key parts of the graphical user interface (GUI) referenced throughout this guide: the Toolbar, Left Pane, Right Pane, and Console. See the associated chapters for more information about each section. Currently, the Console does not possess a tab, as it merely helps you troubleshoot problems and visually cues to you that it is working. To hide it, if you so desire, hover the cursor just above the Console box until it changes into a double-arrowed icon and drag it all the way down. This can be done for other parts of the GUI as well. If the Left Pane or Right Pane are invisible, or desired to become hidden from view, hover the cursor between the two panes until it changes into a double-arrowed icon, and drag it to the right or to the left.
Warnings and Notices
You should read all warnings and notices, as they highlight specific areas of difficulty or problems. They will be located within the area corresponding to where the error is most likely encountered.
Notice:This is a less-important notice
Bug:This tells about a bug in MO and may contain a workaround. It should also link the bug on the bug tracker.
Installing Mod OrganizerPrerequisites
While Mod Organizer (MO) boasts a standalone and fully modular platform, there are a few things necessary for an optimal experience:
InstallationInstallation
Warning:Before launching Mod Organizer, launch the game at least once so all configuration files are available.
Bug:Although it is not always an issue, check any desktop shortcuts that load MO and remove any entries in the 'Start in:' field.
Updates
When an update is available for Mod Organizer, the update button becomes colored. Click the update button to update. You may have to click it twice: once to log on to the Nexus, and a second time to actually download and install the update. For a more detailed discussion on updating Mod Organizer, please see the this section of the Mod Organizer Advanced Guide.
Initial setupInitial Setup
Warning:If your game is installed to a UAC-protected directory, e.g. Program Files, then you may have to run MO as administrator or give your regular user account access rights. This is not recommended. The alternative and safer method is to edit the security settings of the folder to give your user account full control.
Related Videos:
ToolbarToolbarSix buttons are located in the toolbar at top left and three more are displayed at top right. The first six buttons at top left depict an archive, globe, profile, gear, puzzle, and wrench:
The three buttons at top right include the warning icon, update button, and help menu.
Tools
This puzzle menu currently has three tools:
The INI Editor is a simple tabbed text editor for the game's ini files.
The default settings are taken from the ini files generated upon the first run of Skyrim and are for the specific Profile selected.
The NMM Import is used to import mods from the Nexus Mod Manager.
The Configurator is a GUI that shows the default values of the game ini files in either a Basic or Advanced format.
Section headings such as [Display] can be chosen from the drop-down menu selector at the top of the GUI and that section will show the specified section from the ini.
Left Pane
The left pane displays all installed mods, their priority order and enabled status depicted according to the selected profile. Mods can be sorted by name, flag, category, version number, priority, installation date, or Nexus ID.
Selecting multiple mods by Ctrl-clicking allows you to toggle the selection with the 'Spacebar'.
Profiles
To change profiles, click on the profile drop-down box and select the desired profile. To learn more about profiles, see the Profiles section.
ColumnsColumnsThe left pane has many columns displaying various information about each mod. You can turn off any column you feel you don't need by right-clicking on the column bar and unchecking it. What do the Flags mean? If a lightning icon with a green plus sign appears in the Flags column, when the virtual data directory is created the corresponding mod will overwrite file(s) from a lower priority mod while none of its files will be overwritten. If a lightning icon with a red minus sign appears, the mod will will not overwrite files from any other mod but will have one or more of its files overwritten by a higher priority mod. If a lightning icon with both a green plus sign and a red minus sign appears, the corresponding mod will overwrite a lower priority mod's file(s) while having one or more of its files overwritten by a higher priority mod. If a lightning icon appears without a plus or minus sign, the mod will be completely overwritten by other mod(s) and might as well not be installed.
The red X icon appears when an installed mod does not contain any data that Mod Organizer recognizes as valid mod information. In addition, the mod name will be greyed out and italicized. If you want to use the mod despite this fact, you can right-click the mod and select Ignore missing data to remove the flag. This will put an empty textures folder in the mod directory, which MO will see as valid data despite the fact that it does absolutely nothing.The heart question icon appears when a mod has not been endorsed.
The notes icon appears when you add notes to the mod.
Filters & Grouping
The Filter button applies filters to the Left Pane for easier management. A selector pane will expand from the left-hand side, and from the selection shown you can filter the display by the use of the left mouse button. Multiple filters can be chosen by holding 'Ctrl' and left-clicking. To disable the currently selected filter right-click on the highlighted filter name and choose: 'Deselect filter' from the context menu.
The display can also be changed to show the mods grouped into three (3) different styles: 'No groups, Categories & NexusIDs' Context MenuContext Menu
Right-click or press Shift + F10 in the Left Pane to open the context menu. You can access the All Mods portion alternatively by clicking the Open list options menu beside the profile drop-down. You will only get the All Mods menu if clicking on a Non-MO mod.
Mod InformationMod Information
The Information dialog box for any mod may be accessed by either double-clicking the mod or via the context menu.
Some context on Ini TweaksBack a few versions, Tannin introduced a feature called ini tweaks. You may have seen it when you view the information for a mod in the lower left of the of the “INI-Files” tab. Most if not all mods do not have anything listed in there.
Back then, anafuineluva, on 09 February 2013 asked this question, 'Does ini tweaks apply over skyrim.ini only? Is there a way to apply them to skyrimprefs.ini too?'
To which Tannin replied, 'ini tweaks do not change skyrim.ini or skyrimprefs.ini, they are used instead of them. This means that if a setting exists in ini tweaks, that setting is used over any other ini. In fact, as it stands right now, ini tweaks should even overwrite settings from other ini files, i.e. skse plugins, but I've never tested that.'
I have made use the ini tweaks for the settings that S.T.E.P. recommends and also for the fonts entry needed for DARNui in newvegas. I set up a mod with them and installed it, this way when I switch profiles, I just enable it and do not have to worry about editing the ini itself. Nice feature.
To set up a new custom tweak you can do a couple of things. With MO closed create a new empty folder in the Mods directory and restart MO. MO will now show the new folder as a greyed out mos. An easier way to do this in the current version of MO, is if you have an empty overwrite folder to double click on it open it up and right click and create a new folder, you do not need to rename it. Click close to exit the overwrite folder dialog.
With that done you will be able to right click on the overwrite folder and select “Create Mod” from the right click menu. Give it a name that reflects what you want, something like Custom ini Tweaks and press OK. You now have a new mod named Custom ini Tweaks.
In either case double click on the new mod to open the information pane and select the INI-Files tab. Click in the lower left box and right click to get the “create Tweak” fly out menu. Enter the name of the tweak in the dialog that pops up and click OK.
Say you want to do the fonts from Darnified UI. Name the tweak Darn fonts and click OK. Click on the new entry and in the big box on the right copy and paste the whole section from the readme starting with the [Fonts] header. The save button will become active, click it to save the tweak and close the information pane. Re-open the information pane and the new tweak will now have a check box next to it, click it to put a check in the box to activate it.
Another option is if a mod needs a certain entry for the mod to function right you can just open the mod and create the tweak for it there. The
iMaxGrassTypesPerTexure=XX in Skyrim Flora Overhaul by Vurt comes to mind. Don’t forget the [Grass] before it. This way the tweak will be enabled when the mod is.A condensed version of the above is:
Mod Selection & FilteringMod Filtering
Mod Organizer (MO) allows multiple ways to find and view mods through grouping, searching, and filtering.
Mod GroupingCurrently you can group mods together two different ways via the drop-down menu at the bottom center of the left pane. You can group by categories or Nexus IDs. As a visual hint, the modlist will be placed inside a green box when mod grouping is active. If you wish to turn off mod grouping, select No Grouping from the drop-down menu.
Warning:You cannot change mods priorities via drag and drop when Mod grouping is on.
Conflict Highlighting
Along with the icons in the flag column showing conflicts, there is also a colour-highlighting applied to mods that are either 'winning' or 'losing' a conflict with the selected mod. ie. mods that have files that are not loaded into the game are shown as green, and those that replace the selected mod's files are shown as red.
Filters
Mod Organizer has an advanced filtering system, making mod organization easy. To access it, click the Filter button at the left, bottom corner of the Left Pane. This will pop out a sidebar of different filters in it, which are discussed below. To see all mods again after using a filter, either right-click the filter and select Deselect filter, Ctrl+click the filter, or click in any blank space within the sidebar. Filters may be combined by using the And or Or commands at the bottom of the sidebar. Using the And command will filter through and only show mods that meet all selected filter criteria. Conversely, the Or command will show all mods that meet at least one of the filter's criteria. As a visual hint, the modlist will be placed inside a red box when filters are active.
Pre-Configured Filters
Namefilter
Here you can quickly find your mods by simply typing in parts of their name.
Right PaneRight PanePlugins
Plugins tab
The Plugins tab provides load order management for all ESMs/ESPs installed and enabled. Any mod enabled in the Left Pane containing an ESM or ESP file in the root of the mod will appear here. If the ESM/ESP is in another folder besides the root, it will not be used. If a ESM/ESP has a warning flag in front of its name, one of its masters is missing, which will be indicated upon hovering over the file. Load order can easily be modified by dragging and dropping into the correct position. For more information, see Priorities.If you right-click inside the Plugins tab, you will find you have three options:
Selecting multiple plugins by Ctrl-clicking allows you to toggle the selection with the 'Spacebar'.
The Enable all function will activate all ESMs/ESPs in the Plugins tab. The Disable all option will deactivate all ESMs/ESPs except Skyrim.esm and Update.esm, which are necessary for the game to function. The Lock load order button can be useful if you want certain plugins to be in a specific order. If you select a bunch of mods and lock them in this order, those mods will always end up in that order, although other plugins may slip in between them.
Plugins Tab - Backup & Restore
Holding the cursor over any ESM/ESP will provide a tooltip detailing where that esp comes from, the author, a description, the 'Enabled Masters' and where the paper clip is evident, a note about an ini file associated with that ESM/ESP.
Archives
Archives Tab
If a mod contains assets in a BSA file, it will appear in the Archives tab under the mod's name. BSAs may also be unpacked in this tab by right-clicking the BSA and selecting Extract.. This will extract the BSA's contents to any folder you choose.When Have MO manage archives is checked in the Archives tab, all BSAs are treated exactly as if they were loose files. That means their priority depends solely on the mod priority order and not the plugin priority order (load order). Additionally, checking a BSA in this mode allows the BSA's assets to be loaded without the need for a dummy plugin.MO's BSA management may be turned off by unticking the Have MO manage BSAs option. If you decide to do this, please note that you will have to load BSAs through dummy plugins. The game's built-in BSA versus loose files rules will apply, and BSAs will be loaded in plugin load order.
Related Videos:
Notice:Users who get the error 'failed to remove limit on archive list!' can only load around 80 BSAs by means of checking them. Those users may have to unpack additional BSAs, or load the corresponding ESP, which will allow the game to load the BSA using default game mechanics.
Data
Data Tab
The Data tab provides an overview of how the Skyrim Data directory is seen when a program is launched through Mod Organizer. The File column tells the name of the file and the Mod column tells us the source of the file. If the name reported in the Mod column is colored red, another mod is active that would have provided the same file, but the mod reported in red is currently overwriting that file. If you hover over the red mod name, it will tell you where the conflicting file is located. Ticking Show only conflicts at the bottom of this tab will cause it to only display files that have conflicts between mods.The context menu in the Data tab accessed by right-clicking provides several useful options. The Open/Execute option will open any file using the default program, or execute the file if it is a EXE or JAR executable application. The Add as Executable option is useful to add applications installed to the data directory quickly to Mod Organizer's list of executables. The Hide option will add a .mohidden file extension to whatever file you are hiding, making it effectively nonexistent. The Write to file option will create a text file listing every single file in your virtual data directory and its source. It will present you with a Save As dialog box, to which you can type whatever name you want for the filename. It is suggested to add a .txt file extension in this window to make opening the file with a text editor simpler. The Refresh option, as well as the big refresh button at the top of the tab, will check for any changes and make sure what you are seeing is current and accurate.
Saves Tab
SavesThe Saves tab displays your saved games. Hovering the mouse over a save brings up information about that save, including which ESPs used in the save are missing from the current profile. The image at the right shows a save with no missing plugins, the text: Missing ESPs, is just the header, not a statement of the save condition. Right-clicking and selecting Fix Mods.. brings up a list of missing ESPs and any mods containing those missing plugins, if available. This provides a simple way to put all your mods for any particular save back into their original configuration.
Downloads Tab
DownloadsThe Downloads tab is where all mods downloaded through Mod Organizer are stored. To learn more, visit the Downloading Mods tab.SettingsGeneral TabGeneral Settings
You may have noticed as you install mods that some of them have an assigned category and some do not. Mod Organizer (MO) provides a limited set of categories out of the box. You can fix this in MO by creating the missing categories.
To configure new categories, go to Settings and click Configure Mod Categories button across the bottom of the General tab. You will get a new window with the existing categories listed. If you cannot see all of the information in this window stretch it by dragging the right or left edge out a bit.You can do the following in this window:
Single-click on a category to select it. The entire row will become highlighted. Double-clicking on ID, Name, Nexus IDs and Parent ID will enable the edit box for each one.
To add a missing category, right-click on any of the existing categories to get a little pop-up that will let you add or remove a category. Click the Add entry. A new blank category will be created above the highlighted category. MO will assign a new ID to the category with 'new' as the name for it.
To add the missing Nexus category, go to the Nexus main page, hover over the Files button at the top of the page, and then select Categories to open the Categories page. To get Nexus IDs, hover over one of the categories and somewhere in your browser you should see the link preview. At the end of the link you will see CAT=some number. Example CAT=67 for Abodes - Player Homes. Go back to MO and highlight your new category. Double-click on the Nexus IDs field and enter the number you got in the previous step. Double-click on the name field to rename from 'new' to the category name you want to use.
You may have noticed that some categories have nested sub-categories. You can do this from the same dialog as above. To nest a category you have to specify its Parent ID, the last column to the right of the window. For example you create a new category FOOD and MO assigns a number to it (the ID), say 25. Create another category and call it ROTTEN. Edit the Parent ID in ROTTEN to 25. ROTTEN will now be a sub-category of FOOD.If at any time you want to remove a category, highlight it, right-click and select remove.
After you are satisfied with your edits close down MO and navigate to the MO folder and look for a file named categories.dat. Make a copy of this file and keep it in a safe place. If you ever need to re-install MO copy it back to the main folder and your edited categories will be ready to go.
Nexus TabNexus
Settings - Nexus Tab
Settings - Plugins Tab
Plugins TabVarious settings for some Mod Organizer plugins can be set in the Plugins tab in Settings. To learn more, see the MO Plugin Extensibility section.Workarounds TabWorkarounds
MO Plugin ExtensibilityPlugins
Mod Organizer (MO) can be extended in a few ways through plugins. Plugins can be written in C++/Qt or in Python (the Python API is currently slightly limited in comparison to the C++ one and requires users to have Python installed).There are currently three kinds of plugins: extensions, installers, and tools.
Extensions
Extensions add to the capabilities of Mod Organizer by adding support for other coding languages.
Installers
Mods are packaged in many different ways. Installers allow MO to handle these different types of archives.
Notice:Description is outdated, this is now more compatible than the (external) NCC based plugin. The default prefer setting was changed from false to true to apply these improvements, but description was overlooked.
Notice:This 'external' installer will always be called when the fomod uses a C# script regardless of the settings enabled
Tools
These plugins usually work similar to stand-alone tools, but they can interfere with the main MO application (e.g., requesting information about the active profile or resolving file names in the virtual directory).
Notice:If 'true' this would be the Windows 'Open' command, using the chosen text editor, which can be selected in the context menu for any filetype, using Open with and selecting, Choose default program…, for example to use Notepad++.
Blacklisted Plugins
Here are any plugins that have been blacklisted so that they are not enabled. Plugins may become blacklisted if MO detects that they might have caused a crash. Use the delete key to remove any entries.
Third Party ProgramsThird Party Programs
When you use Mod Organizer (MO), all other programs that work with mods (i.e., BOSS, Wrye Bash, Skyrim Launcher, SkyEdit, Creation Kit, etc.) should be started from inside MO. The same is true for all launchers you may use (e.g., SKSE, SBW). Some of the well-known tools for the games supported by MO are automatically detected and added to your list of executables. Other tools must be added manually. A list of automatically detected tools are shown at the end of this page. To launch a game after it has been added to MO's list of executables, select the application from the drop-down list on the top right and click Run.
When you open the Modify Executables dialog by clicking the gears button, several fields present themselves:
Automatically Recognized Executables
Some executables are added to your list of executables if they are installed at their default location. MO does not search the filing system for them. All of them need to be in the game's base directory (i.e. <Skyrim install directory>/). Supported games include Skyrim, Oblivion, Fallout 3 and Fallout New Vegas.Originally BOSS was supposed to be installed inside the data folder. Later that was changed so BOSS got its own directory; therefore, there are two locations MO looks in currently: the BOSS folder inside the game's base directory and the data folder inside the base directory.
Skyrim
Oblivion
Fallout 3
Fallout New Vegas
General Application Setup
Note: Typical application setup does not require steps 5 through 9.
General Application Troubleshooting
Problem: An error occurs launching the application saying, 'This application could not be started. Do you want to view information about this issue?'
Probable cause: The application is installed as a mod in Mod Organizer, but is unchecked in the Left Pane modlist. General Solution: Check the application's mod in the Left Pane modlist. Problem: Launching an application fails. Mod Organizer locks for a few seconds, but then simply unlocks and does nothing. Probable cause: The application is installed as a mod in Mod Organizer, but is unchecked in the Left Pane modlist. General Solution: Check the application's mod in the Left Pane modlist. Problem: Launching an application produces an 'Elevation required' message. Probable cause: The application being launched requires administrative permissions. General Solution: Click the Yes button if you trust the application to have administrative privileges. Problem: The application launches correctly, but fails to use the custom argument(s) entered in the Modify Executables dialog. Probable Cause: You are launching the application from a shortcut that was created before the custom argument(s) were added. General Solution:
Notable ApplicationsBodySlide 2 and Outfit StudioBodySlide 2 and Outfit Studio
To install BodySlide 2 and Outfit Studio in Mod Organizer:
BodySlide 2 and Outfit Studio can be added to the list of executable via default procedure:
Better Oblivion Sorting Software (BOSS)Better Oblivion Sorting Software (BOSS)
Better Oblivion Sorting Software (BOSS) can be added to the list of executable via default procedure:
Please note:
BOSS Userlist Manager (BUM)
BOSS Userlist Manager (BUM) can be added to the list of executable via default procedure:
Please note:
Creation Kit (CK)
The Creation Kit should be automatically detected and added to the executables list upon first startup, so there is no setup necessary. Using the Creation Kit with MO is a bit complicated currently, however, for the following reasons:
If for whatever reason the Creation Kit is not in your list of applications, you may add it manually by doing the following:
Compiling CK Scripts
Since the Papyrus Script Compiler for the Creation Kit is a 64-bit executable which MO cannot handle, you cannot natively compile scripts from the Creation Kit. Applying the Papyrus Compiler Patch for x64 Systems removes that limitation.
Fore's New Idles for Skyrim (FNIS)Fore's New Idles for Skyrim (FNIS)
Fore's New Idles for Skyrim (FNIS) maybe added in this manner:
Please note:
Free Commander XE
Free Commander XE (FCXE) is an easy-to-use alternative to the standard windows file manager (windows explorer). If you want to see the virtual filing system of MO in action, for example to test if MO is working correctly, you should start FCXE from inside MO. Navigate to your <Skyrim>/data directory. What you see here is what MO exposes to all programs started from inside MO, including Skyrim itself. If you use the windows explorer to navigate to your <Skyrim>/data directory you see only the files of a fresh install of Skyrim. That is under the assumption you have not placed other files/mods in here (manually or using NMM).Note: When you have installed the High Resolution Texture Pack DLC, those files will be installed by Steam in the <Skyrim>/data directory. The same is true for the other three non-free DLC's. When you navigate to the directory where the regular skyrim.ini and skyrimprefs.ini files reside and open these files you also see the contents you configured using MO. Its also possible to edit both ini files.
Notice:For technical reasons, you cannot use Windows Explorer or programs based on Windows Explorer for this. You can use other alternative file managers like Total Commander (TC) however. FCXE and TC have been tested and work flawlessly.
MO only supports 32 bits programs, so make sure you install the 32 bits version of FCXE.
To set up Free Commander XE to work with MO:
LOOTLOOT
To set up LOOT to work with MO:
Now each time you want to run LOOT, simply select it from the drop-down menu at top right and click Run.
Notice:Although the internal 'Sort' button is LOOT, it lacks the report window and metadata editing features.
Simple Borderless Window (SBW)
To set up Simple Borderless Window (SBW) to work with MO:
Please note:
Skyrim Script Extender (SKSE)Skyrim Script Extender (SKSE)Skyrim Script Extender should automatically be detected and added to executables. If for whatever reason it is not detected, it may be added by doing the following:
Please note:
Mod Organizer 2Related Videos:
SKSE Troubleshooting
Problem: SKSE fails to launch, producing a 'Couldn't read arguments' error popup message.
Probable Cause: You have set an incorrect argument for SKSE. General Solution:
SkyProc Patchers
SkyProc Patchers such as ASIS, Automatic Variants, Reproccer and similar, are Java executable 'jar' files and not actual executables. To add any SkyProc program to executables:
Please note:
SkyrProc Troubleshooting
Problem: Patcher failing due to esps sorted incorrectly (throws an error saying something akin to missing master).
Probable Cause: You have an esp in your load order which requires a master which currently is lower in your load order than the esp requiring the master. General Solution:
Problem: Patcher failing, throwing an error saying it cannot find something, or some other random error.
Probable Cause: Java is out of date. General Solution:
Problem: Patcher failing, throwing an error related to memory.
Probable Cause: Java is running out of memory to perform the operation. Possible Solution:
xEdit (TES5Edit, TES4Edit, FNVEdit & FO3Edit)xEdit (TES5Edit, TES4Edit, FNVEdit & FO3Edit)
To add xEdit to executables:
Notice:The easiest way to use xEdit is to rename it to match the editor associated with the game, e.g. TES5Edit for Skyrim. The attached graphic shows the installation of xEdit using this method
However since MO can be used for all the Bethesda games the following method can be used where only the Arguments field is changed.
Please note:
Wrye Bash
Wrye Bash comes in two variants: standalone and Python. The standalone version may be added to MO like any other program, however you have to set python.exe/pythonw.exe (32-bit) as the executable and Wrye Bash as the argument for the Python variant.
To add Wrye Bash standalone to executables:
To add Wrye Bash Python to executables:
Please note:
ShortcutsShortcuts
Mod Organizer (MO) allows the user to create shortcuts to launch applications through it. Shortcuts may be placed on the Start Menu, Desktop, or the Toolbar within MO itself.
To place a shortcut on the Desktop (or to remove it if it is there already):
To place a shortcut in the Start Menu (or to remove it if it is there already):
To place a shortcut on the Toolbar (or to remove it if it is there already):
Warning:Any arguments, lack of arguments, or other options changed in the Configure Executables dialog will not affect shortcuts made prior to these changes. For the shortcut to receive the new settings, you must delete the shortcut and create it again.
Changing Shortcut Icons
By default, Start Menu and Desktop shortcuts created through Mod Organizer display its icon and not the icon of the application to be launched. This can be changed by altering the shortcut's icon settings. To do so:
Profile-Specific Shortcuts
It is possible to make a shortcut profile-specific. This only works for Desktop and Start Menu shortcuts. If this is done, it will only run in the profile specified. To create a profile-specific shortcut:
ProfilesProfiles
Profiles in Mod Organizer let you have different mod setups and quickly switch between them.
The following aspects are separate for each profile:
Notice:Please note that the ini files are copies of the global files, created at the time the profile is created. This means that if you change the global ini-files (i.e. by starting the Launcher outside MO) those changes affect profiles created afterwards but not the existing ones.
Mod profiles do NOT control:
Related Videos:
Creating profiles
To create a new profile:
To create a new profile based on an existing profile:
To go to your newly created profile(s), simply select it from the drop-down list at top left. Alternatively, you can access the Profile drop-down list by pressing F4 (currently only works when you first activate the MO window). Turn on Automatic Archive Invalidation in the Configure Profiles dialog if running any game other than Skyrim. If running Skyrim, clicking the Back-date BSAs button inSettings> Workarounds is all that is necessary.
Local Saves
The Local Saves option allows you to keep saves separate from other profiles, rather than all mixed together. Checking Local Saves will make the game look for saves in your profile's save folder instead of the default location. Clicking the Transfer Saves button will allow you to copy or move characters into the profile.
Editing INI settings
MO takes copy of the game INI files upon first launch. Any successive changes to the default game INI files will not be reflected in MO. To edit the INI files, open the Puzzle menu and select either the Configurator to launch a GUI INI editor or click INI Editor to launch a text based ini editor.
Backup and RestoreMod Organizer allows you to backup your profile's modlist in the Left Pane and restore it if the need arises. To backup your profile's modlist, click the Create Backup button to the right of the profile drop-down menu. Backing this up will NOT backup your INI files, BSA order, or plugin list (load order). You can, however, backup your profile's plugin list in the Plugins tab in the Right Pane. To restore a previous modlist, click the Restore Backup.. button to the right of the profile drop-down menu. Upon restoring a backup, any mods not active at time of backup will be unchecked, and all priority changes since the backup will be reverted. Also, any new mods since the backup will be unticked and in alphabetical order at the bottom of your modlist.Downloading mods
Mods may be downloaded via Mod Organizer (MO) by clicking the Download with Manager buttons on the Nexus mod sites once set up to do so (see step 5 in the Initial Setup section under the Installation tab). Mods downloaded through MO will appear in the Downloads tab in the Right Pane. Mods can also be downloaded manually and subsequently installed to MO using the Archive button in the toolbar.MO collects meta information after the download has completed, including the mod's name, version, and Nexus ID. When a downloaded mod is installed, the meta information determines the name that MO suggests for the mod. Once installed, the Nexus ID and version number is imprinted on the installed mod's information. If meta information has not been collected for a downloaded mod, a warning icon will appear in front of the mod in the Downloads tab. To attempt to retrieve the information:
In many cases the meta information collection will fail despite following these steps. This is caused by one of the three following problems:
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The meta information can at any time be edited manually by opening the <modname>.meta file in the downloads folder. Using any text editor, like Notepad, simply fill in the details as you would with any other ini file.This information has no bearing on the functionality of Mod Organizer, other than telling it where the mod came from. If you leave the <modname>.meta empty MO will still work normally.
Please note:
UI Settings
(Check the Settings section for more details).
Troubleshooting
Problem: When I click the Download with Manager button on the Nexus, nothing happens.
Possible solutions: There are many reasons why this may happen. Please try these possible fixes:
Problem: Attempting to install a downloaded mod file produces a 'None of the available installer plugins were able to handle that archive.' message.
Probable Cause 1: The downloaded file is corrupt. General Solution 1: Re-download the file. Probable Cause 2: The archive is packed using the STORE/DEFLATE compression method. General Solution 2: Unfortunately there is a problem with the 7Zip library supplied by 7Zip and it refuses to manage that compression method. The only recourse is to manually unpack the archive, the 7Zip Manager does handle this archive properly, and repack it using another compression method. Managing for Multiple Games
When first run, Mod Organizer (MO) sets up an association with the NXM link in Nexus network to handle the download with manager button on the Nexus network. This association, unfortunately, is all encompassing and steals the association from Nexus Mod Manager. MO only supports Oblivion, Fallout 3, Fallout NV and Skyrim while Nexus Mod Manager supports more games.If you are using Nexus Mod Manager to manage other games that MO does not support you cannot use the download with manager button as it is associated with MO.The solution to this problem is provided in the ModOrganizer folder in the form of a program called nxmhandler.exe. This little program will allow you to associate another application to handle nxm links alongside MO.To set up an association to another game and another MO do the following:
Installing, Updating, & Uninstalling ModsInstallingMod Exists
The Mod Exists dialog box appears whenever you try to install a mod with the same name as an existing mod. This normally occurs when installing optional files for mods or updating a mod.The Merge button typically should be chosen when installing optional files that are add-ons to the mod. This simply adds the files to the existing mod, overwriting any existing files.The Replace button generally should be chosen when upgrading a mod to a new version containing all required assets. This deletes all files in the mod and installs the new files in its place.The Rename button allows you to install the mod under a different name, allowing you to keep the file contents separate from the main mod, or enabling you to install different versions of the same mod.The Cancel button stops installation.Ticking the Keep Backup checkmark in combination with either the Merge or Replace options will create a backup of the mod before installing the file. To restore the backup:
There are four ways to begin installing a new mod:
When you open most archives, the Name box will show you the name of the mod as parsed from the meta info collected when it was downloaded. If no meta info was collected, it will display the filename of the archive minus the appended Nexus ID and version number. You can rename the mod to anything you desire or keep the name. To speed up the naming process, you can click the down arrow which will present a drop-down box with suggestions of other names based on other mods you've installed sharing the same Nexus ID, the name of the mod archive itself, the name of the mod archive with the Nexus ID and version number attached, and the actual name of the mod from the Nexus.Mod archives are packaged in three different ways that MO currently supports:
If the archive is not packaged in any of the first three ways, it will open the manual installation dialog.Please note:
Manual Install
Any mod can be installed manually; it just takes a lot of work. You must read the mod's installation instructions to determine what files you need to put where. Most of the time, however, manual installation within MO's manual installation dialog is quite simple.When the manual installation dialog comes up, the first thing you should notice is the red text in the bottom left corner that says No game data at top level. The first time this happens, a little tutorial should appear and guide you through the manual installation workflow. Once the message at the bottom corner turns to a green Looks good, pressing OK will install the mod.
Most of the time when the manual installation dialog comes up, you'll see a data folder and a readme. In these cases, most of the time you can simply right-click the data folder, select Set data directory and install. If you set the wrong directory, simply right-click and select the Unset data directory option. Some archives may be more complex, and you may have to move files around into a common data directory to correctly install. Read the installation section and readmes to find out what goes where. You can open an included readme by right-clicking and selecting Open.You can create new folders within the manual installation dialog by right-clicking the directory level you want to place the folder and selecting Create directory. Some mods may require many directories to be created to place the file in the correct path. If you mess up, you can always modify it in the installed mod's Filetree tab.You can move files around within the manual installation dialog by dragging and dropping them within the appropriate directory. You can drag multiple items by Ctrl+clicking them. In order to not install a file/folder, simply uncheck the it.
Simple Install
The simple archive is naturally the easiest to install and thankfully is the most common. It presents you with a Quick Install window with only three options. The Manual button will open up the manual installation dialog. The OK button will install the mod. The Cancel button will cancel installation and close the dialog.Please note:
BAIN Example
BAIN InstallBash Installer (BAIN) archives will open the BAIN Package Installer window. Check the options that you need (referring to the installation instructions on the mod's page or an included readme) and click OK to install. The Package.txt button will open up any package.txt file it finds in the mod archive. It will be greyed out if one does not exist. The Manual button will open up the manual installation dialog. The Cancel button will cancel installation and close the dialog.FOMOD Install
FOMOD (Fallout Mod) installer archives will launch one of two FOMOD installation plugins depending on whether its script format is coded in XML or C#. XML FOMODs will launch the integrated installer plugin, which will initially extract the files and then present you with the FOMOD Installation Dialog. C# fomods will launch the external installer plugin, which will initially extract the files while presenting you with a window stating that it is running the external installer, and then finally present you with the installation dialog. Simply follow the wizard's instructions to install the mod.
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Troubleshooting
Most of the time, you can simply follow the wizard instructions and everything will install correctly. However, sometimes one of the installation plugin may install the mod incorrectly, and then you may have to resort to an alternate installation method.
External FOMOD Plugin
There are two reasons why you may wish to force the external installer plugin (NCC) to install the FOMOD.
If for one of these two reasons you want to force NCC to install the FOMOD, do the following:
It is recommended to re-enable the internal plugin to restore default behavior after successful installation of the problematic mod. This may be done by setting the prefer value back to true.
Fallout Mod Manager
FOMODs can sometimes be installed using Fallout Mod Manager (FOMM) by running it through Mod Organizer (MO) and creating a mod from the files it dumps inside Overwrite. Please note that FOMM was built for Fallout and may not work for other game FOMODs. Also note that it is preferable to use the default FOMOD installation plugin to using FOMM. For the Fallout games, install FOMM to the game directory in order for Mod Organizer to automatically add it to its list of executables. It may also be added manually by following the instructions in the Third Party Programs chapter.To install a FOMOD through FOMM:
Notice:There were times when you MUST use FOMM to install some mods. Since version 1.2.17 these times are dwindling.
Any mod that needs to recognize already existing mods can only do so when the VFS is active. As this is not the case when MO installs mods you will need to use the above method to install it correctly. Doing so will construct the VFS with all the currently active mods installed in their correct place. The newly installed mod will 'see' these mods and make the correct choices.Most notably these mods include HUD style mods that modify the menu files based on what is installed.
Steam Workshop Mod Installation
Despite lack of integration, Steam Workshop mods are not difficult to install into Mod Organizer.
To update a mod from Steam Workshop in Mod Organizer, you must repeat the process again, removing the old version.
Updating
To check mods for updates, right-click within the Left Pane and select Check all for update. The success or failure of detecting all updates is dependent upon correct meta info for your mods (i.e., correct Nexus ID and version in the Nexus tab). Also, some mod authors use strange version systems that Mod Organizer may not detect. For this reason, it is wise to Track all your installed mods on the Nexus so you can refer to the tracking center for mod updates.To update a mod, download the new archive and install it to the same mod it was installed last time, replacing if it is a full replacement of the mod or merging if it only updates certain files within the mod. Make certain to assess any new file conflicts and prioritize accordingly (see the Priorities chapter).
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Uninstalling
To uninstall a mod only from a given profile, simply uncheck it in the Left Pane. To uninstall a mod from all profiles, right-click the mod in the Left Pane and select Remove. The removed mod will be deleted to the Recycle Bin. In the event that the removal was an accident, going into the Recycle Bin and restoring the mod folder will restore it to Mod Organizer. However, it will be treated like a new mod, being unchecked and last in priority.
Enabling mods
Once a mod is installed in the Left Pane, it needs to be enabled and any plugins activated in order for it to show up in game. To enable a mod, simply tick its checkbox in the Left Pane for your current profile. It will be enabled only for your current profile. If you see a lightning icon in the Flags column, some of the mod files conflict with one of your other enabled mods. Go to the Priorities tab to learn how to resolve conflicts in the manner you desire.Multiple mods may be selected and enabled/disabled by Shift-clicking the first and then last mods of a contiguous group or Ctrl-clicking mods individually.Once the group of mods is selected, hit Spacebar to toggle the state of those mods.
Activating mod plugins
Once a mod is installed and enabled, any plugins that the mod contains needs to be activated for them to show up in game. To activate a mod plugin, go to the Plugins tab in the Right Pane, find the plugins you desire to activate and tick their checkboxes.
Priorities
Priorities is a concept developed by Mod Organizer (MO) to manage conflict resolution between mod files. This eliminates many of the traditional functions of replacing other mod files with another mod's files by instead arranging it so that mods in higher priority overwrite mods in lesser priorities without actually replacing the other mod files.
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Conflict Resolution
Every time you install a mod, it automatically gains highest priority and will provide all conflicting files once enabled. The higher the priority number, the higher priority is given to the mod. If you wish another mod to provide the conflicting files, you must either drag and drop that mod into the higher priority position or drag and drop the freshly installed mod into a lower priority position. Alternatively you can click the mod's priority number, hit F2, change it to a different priority number, and hit enter. You can also CTRL+click and shift+click multiple mods to move many mods into a different priority position.Most times, changing priorities will be all the conflict resolution you will need. Nevertheless, advanced mod users may desire more advanced control on conflict resolution. If you have two mods that overwrite different files from each and you prefer some from both, you can Hide the files from the mod you do not want to provide the files to cause the other mod's files to be used. This may be accomplished in either the Conflicts or the Filetree tab within the Mod Information window by right-clicking the file to be hidden and selecting Hide. Hiding a file appends a '.mohidden' file extension to the file so that it will effectively not show up in game.
BSA Priorities
BSA files are archives that contain assets including textures, meshes, sounds, and scripts. All vanilla data resides in BSAs, and by default, the Skyrim Creation Kit packages assets for mods in BSAs. Traditionally you can not control priority between BSAs and loose files (that is: assets that came as individual files) as BSAs were always overwritten. Therefore, if you wanted to use files from a BSA to overwrite files from a mod that came as loose files, you would have to delete the conflicting loose files manually.
Mod Organizer (MO) adds a feature that changes this. When Have MO manage archives is checked in the Archives tab, all BSAs are treated exactly as if they were loose files. That means their priority depends solely on the mod priority order and not the plugin priority order (load order). Additionally, checking a BSA in this mode allows the BSA's assets to be loaded without the need for a dummy plugin. This means that you can, for example, load the Skyrim High Resolution Texture Pack by checking the BSAs and unchecking the plugins, effectively saving you three plugin slots.
MO's BSA management however, makes mod priorities more important. If asset conflicts are not handled correctly, problems may ensue. Because of this, MO catergorises all mods/DLCs in the real Data directory that contain BSAs into the Left Pane as Non-MO mods. They will be prefixed with: Unmanaged:.
This enables proper conflict resolution even though some assets where installed outside of the MO program.
An example of this would be the Skyrim Dragonborn DLC and Unofficial Skyrim Patch. If you had installed the Unofficial Skyrim Patch and had it after the Dragonborn DLC (which will be shown in the Left Pane as Unmanaged:), the dragonactorscript.pex would incorrectly overwrite the Dragonborn version, causing the user to not be able to absorb Dragon souls. Unofficial Skyrim Patch must be in a lower priority than Dragonborn for this to be fixed. The user should load the Non-MO mods to as low a priority as possible while maintaining proper conflict resolution. A good guide to this is observing your load order. The DLCs and any mods loaded between them should generally mimic this load order in order for the correct assets to be used.
MO's BSA management may be turned off by unchecking the Have MO manage archives option. If you decide to do this, please note that you will have to load BSAs through dummy plugins. The game's built-in BSA versus loose files rules will apply, and BSAs will be loaded in plugin load order.
WarningsPotential Mod Order Problems
Sometimes the toolbar will show the warning icon to indicate there are issues with the order of mods in the Left Pane. Clicking that icon will show the 'Problems' that need to be addressed and highlighting the 'Potential Mod order Problem' in the top panel will show a description of the needed changes in the bottom panel similar to the image at the right.It is generally the best option to just click Fix and let Mod Organizer reorder those mods, however if you have made a large number of changes or even a wholesale reinstall of ALL your mods, you may want to try sorting them manually first.If you choose to manually reorder these mods try working from the bottom up of the listed mods as this may also eliminate some of the same conflicts for higher listed mods.
What could go wrong?!
As the dialog box shows, and the title of this page indicates, these are potential problems.Usually your game will still run and you may not experience any CTDs, or other problems, but you will most likely have missing textures/meshes/etc., or at the very least the wrong ones.This feature of Mod Organizer is akin to a reminder of the instructions that might be seen on the mod authors' pages about which mod to install and in which order.As ALL mods are 'installed' in to Mod Organizer's virtual game data directory, the actual order that they get loaded by the game engine can be modified by reordering those mods in the Left Pane.
Notice:It is important to note that, while these are problems to do with 'mod order', they are not of the same nature as those handled by MO's Sort or by 3rd party programs such as LOOT or BOSS.The order here is related to the assets contained such as textures/meshes/menus/etc. whereas Sort handles the esp/esm files or plugins.
OverwriteWhat is Overwrite?
In the Left Pane of Mod Organizer, if you sort by Priority ascending, at the very bottom of your mods (in other words, with the highest priority), you will see Overwrite in italics. This is the Overwrite directory (also known as Overwrite folder, Overwrite mod, or simply, Overwrite). Double-clicking will show you the contents. It is always the last thing priority-wise, so anything inside it will overwrite any conflicting mods, hence the name. In the normal Windows file system, the Overwrite directory exists in <ModOrganizer>/Overwrite. It should not be confused with the real game data directory or the virtualized game data directory. The real game Data directory existing in <path-to-game>/Data. The virtual game data directory for the game doesn't exist anywhere in the Windows file system; it is virtual. It can be seen virtualized in Mod Organizer's Data tab in the Right Pane.Overwrite is the place that MO dumps all generated files that otherwise would be dumped into the real game data directory. This is true for any tool or mod that is run through MO as long as the file being generated does not already exist in one of your enabled mods or in the real game data directory. If the file already exists in one of your enabled mods or in the real game data directory, it may or may not replace the changed file or create a new copy 'overwriting' it in Overwrite, depending on how the tool/mod modifies the data.
How files end up in Overwrite
Any application launched through Mod Organizer (MO) that makes changes to files will be handled as follows (This is an excerpt from a PM from Tannin):
Tools that may generate files in Overwrite:
What does this all mean?
Simply put, if you want to use a tool to work on mods from inside MO they, the mods, MUST BE ENABLED. The VFS will only 'see' files that are enabled and hence any tool operating in that VFS will likewise 'see' them only if enabled.
Let's take a typical scenario.You have followed the instructions for building a bashed patch using Wrye Bash and now you want to rebuild it.If the bashed patch is enabled/activated before you run Wrye Bash, the newly rebuilt patch will not be found in the Overwrite folder but instead will replace your first patch in its mod.If the bashed patch is disabled/deactivated before you try to rebuild it then MO will not have that mod added to the VFS and after the new patch is created, the only place it can go is into the Overwrite folder. Maintaining a Clean Overwrite
Overwrite should be kept empty. This may require you to move files out of Overwrite. Every time you run the game or a tool through Mod Organizer, check Overwrite. If there are files present, right-click Overwrite and select Create Mod. Name it according to whatever tool or mod generated the file and activate it for your profile. Upon successive generations of the tool, move the files back to this mod, replacing all. This is accomplished by double-clicking Overwrite, highlighting the files to be moved, and dragging and dropping them onto their mod.
Advanced
For a discussion of more advanced topics related to Mod Organizer, please see Guide:Mod Organizer Advanced.
Adjusting Steam App ID
MO automatically fills in the Steam App ID based on the managed game:
If the game or Steam tool does not launch correctly, you may need to adjust the Steam App ID. This is rare. To locate the correct Steam App ID:
Notes:
FAQ
Q: What do I need to do to backup my MO installation?
Q: Why does my
<skyrim>Data folder not show any mod files? Where are the mods?
Q: I want to use MO for some games and NMM (or any other manager) for some other games. How do I do this?
Q: I installed a mod and it's not working!
Q: I'm having trouble installing certain mods with FOMODs. How can I fix this?
Q: How do I find out if MO is working?
Q: How to see MO's virtual filing system (VFS) in action
Notice:Files contained inside BSAs are not shown in the file/folder structure as noted in the guide above.
Q: Why does Overwrite gain .tri files in a meshes/cache folder ever time I run Skyrim?
Q: Which load mechanism should I use?
A: Please use the default unless you have a problem with it. If you have a Script Extender installed and do not want to use the Mod Organizer UI, you can use the Script Extender load mechanism. However, be aware that Script Extender Plugins installed through MO will not work if you do this. You will have to manually install them to the data directory. Also, whenever the game is updated, SE will stop working and with it MO.
Q: I'm using the proxy-dll loading mechanism and now MO/Skyrim does not work anymore.
A: I do not know how this happens, but it's easy to fix. Follow the following steps closely:
Q: Can I install SKSE or SKSE scripts via MO?
Q: Can I install ScriptDragon and its scripts via MO?
Q: Can I install ENB mods or its assets via MO?
Q: Can I install SweetFX Shader Suite mods or its assets via MO?
Q: Can I use a PS4, XBOX or Steam controller with MO?
Q: Can I install FXAA Post Process Injector or its assets via MO?
Q: Can MO automatically check for mod updates?
Q: Why does MO still say I am 'not logged in'?
Q: Why is the endorsement flag not set after I install a mod?
Q: Why does MO not allow me to 'Query Info' on the mod I downloaded?
Q: I set Mod Organizer to automatically extract BSAs, and now I want to change this. How do I reset this setting?
Q: My MO window keeps resetting itself to a small window even though I resize it. How do I fix this?
Q: I want to uninstall MO, what do I do?
A: First, inside MO, go to Settings and select Mod Organizer
Mod Organizer How To Update Mods Windows 10for the load mechanism. Close MO and then just stop using it.
Q: I want to report a bug!
A: Very good, but please provide as much information as possible. Keep in mind that I use MO constantly and unless your bug is very new, I did not encounter it yet, so you'll have to help me reproduce your situation.
Q: I want to ask for a new feature or enhancement, please
Q: How can I contact the Author of MO?
ResourcesOfficial support forumWiki contentExternal links
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