Guide:Mod Organizer

From S.T.E.P. Project Wiki


Weapon.png Construction: This guide is currently under active construction. Problems will include but are not limited to outdated information, improper verbiage, incomplete sections, disorganized thoughts, inappropriate code snippets, and/or blue screen of death images.

by DoubleYou, wolverine2710, Uhuru, Tannin & S.T.E.P. Team

Updated: 19:50:10 12 April 2014 (UTC)

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 available in English, Czech, German, Spanish, French, Russian, 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. 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. The modder is also given the ability to have multiple profiles for quick swapping between different modded setups.

Features

  • Support for Fallout 3, Fallout New Vegas, Oblivion, and Skyrim.
  • Mod isolation (game directory is kept clean).
  • Profiles (ability to switch between different mod configurations seamlessly).
  • Load order management.
  • File conflict resolution is as simple as dragging and dropping.
  • BSA unpacking.
  • Nexus integration for quick download, installation, and update of mods.
  • GUI support for manual installers.
  • Partial compatibility with BAIN and fomod installers.
  • Savegame viewer with ability to recognize what mods were used with each saved game.
  • Archive invalidation.
  • Customizable mod categories.
  • Extensive help and tutorial system.
  • Automated update system for Mod Organizer upgrades.

Installing Mod Organizer

Prerequisites

While Mod Organizer (MO) boasts a standalone and fully modular platform, there are a few things required for an optimal experience.

  1. A Nexus Account
    • For many features of MO to work correctly, a Nexus account is required. Membership is free, the registration process is simple, and the benefits are enormous, so there is no reason not to join.
  2. .Net Framework
    • In order for the NCC plugin to work, Microsoft .NET Framework is required. It is not required to run MO, but MO will be crippled without it.
  3. Python
    • In order for Python plugins to work, Python 2.7.6 32-bit is required. The installer version of MO now optionally includes a minimal installation of Python. Download and install 'Windows x86 MSI Installer (2.7.6)' to use system Python. Python is currently only used in the Configurator plugin, so it is not absolutely necessary for MO usage.
      Info-Logo.png       Notice:Do NOT install the 3.x series of Python, as it is NOT backwards compatible with the 2.x series.

Installation

  1. Download the main file from the Nexus mod page. If you use the installer version, you can skip the rest of this section.
  2. Install by simply extracting into any folder (the game's main directory is recommended).
  3. To create a shortcut on your desktop, right-click the ModOrganizer executable, hover over the "Send To" menu, and select "Desktop (create shortcut)."
Warning-Logo.png       Warning:Before launching Mod Organizer, launch the game at least once so all configuration files are available.

Updates

When an update is available for Mod Organizer, the update button will become colored Update-MO.png. 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.

Initial setup

Info-Logo.png       Notice:Before starting Mod Organizer, launch the game at least once so all configuration files are available.
  1. When first started, Mod Organizer (MO) will present a window asking you to select the game you wish to manage. Select the appropriate game, which should be automatically recognized. If it is not, you may use the browse function to find your game folder and select it.
  2. First time users will receive a message to show the tutorial. It is highly recommended to do so.
  3. Click the wrench icon Wrench MO.png in the toolbar, and select the Nexus tab.
  4. Check "automatically log in" box, insert your Nexus username and password, and click OK.
  5. Click the globe icon Globe MO.png in the toolbar. This allows MO to download mods when the Download with Manager button is clicked on the Nexus.
  6. This is all the initial setup necessary to begin. Now you can probably begin modding, referring back to this wiki for more information about different functions as necessary.
Warning-Logo.png       Warning:If your game is installed to a protected directory, e.g. Program Files, then you may have to run MO as administrator or give your regular user account access rights. An alternative method is to edit the security settings of the folder to give your user account full control.

Toolbar


Six icons are located in the toolbar at top left and three more are displayed at top right. The first six icons at top left depict an archive, globe, profile, gear, puzzle, and wrench:

  • The archive Archive MO.png icon has a subtext of "Install a new mod from an archive" and can be used to install a mod by browsing to the mod's archive and opening it. It is not currently possible to install a mod that is not inside an archive.
  • The globe Globe MO.png icon has a subtext of "Search nexus network for more mods" and can be used to launch your web browser to the Nexus homepage of the game being managed. In addition to this function, it also sets up MO to download mods for your game via the "Download with Manager" buttons.
  • The profile Profiles MO.png icon has a subtext of "Configure Profiles" and can be used to set up different configurations of mods in MO. To learn more, see the Profiles tab.
  • The gear Gear MO.png icon has a subtext of "Configure the executables that can be started through Mod Organizer" and can be used to manage the applications that can be run inside MO. To learn more, see the Third Party Programs tab.
  • The puzzle Puzzle mo.png icon has a subtext of "Tools" and can be used to launch various plugins for MO. This currently includes the INI editor, NMM import, and Configurator plugins. To learn more, see the Tools section under the Plugins tab.
  • The wrench Wrench MO.png icon has a subtext of "Configure settings and workarounds" and can be used to configure different aspects of how MO works. To learn more, see the Settings section below.

The three icons at top right include the warning icon, update button, and help menu.

  • The warning Warning NA MO.png icon tells you if there are potential problems with your Mod Organizer setup. When there are no warnings, it will be greyed out. When the triangle is red Warn mo li.png, clicking the warning will inform you of the potential problem detected.
  • The update Update-MO.png button is used to update Mod Organizer to the newest version. If it is greyed out Update NA MO.png, there is no update available. When it becomes colored Update-MO.png, Mod Organizer may be updated through this button.
  • The help Help MO.png menu may be used whenever you need help with Mod Organizer. It can be used to tell you more about individual elements of the UI. To use it, click help in the main window toolbar (or the ?-button in each dialog box) and point the cursor on the control you want to know more about. Whenever the button hovers over some element it can tell you more about, it will turn into a question mark. Once it transforms into a question mark, you can left-click to read about that element. The help menu also has a link to the Mod Organizer wiki, a Report Issue button that takes you to Mod Organizer's official bug tracker, and options to launch different guided tutorials.

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.

Columns

The 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.

Mod Name

The Mod Name is whatever you call a mod upon installation. Installed mods may be sorted alphabetically by clicking the Mod Name column. To edit a mod's name, single-click twice on the mod's current name and then type in the new name. Alternately, single-click once on the mod's current name, press F2, and then type in the new name.

Flags

Flags are special icons that inform you about file conflicts between installed mods, current endorsement status, and whether or not Mod Organizer thinks you've installed the mod correctly.

What do the Flags mean?

If a lightning icon with a green plus sign Lightning Plus MO.png appears in the Flags column, the corresponding mod is overwriting files from another mod, and no other mods are overwriting files from it. If a lightning icon with a red minus sign Lightning Minus MO.png appears, the mod has files overwritten by another mod, and the mod is not overwriting files from any other mod. However, if a lightning icon with both a green plus sign and a red minus sign Lightning Plus Minus MO.png appears, the corresponding mod is both overwriting another mod's file(s) and being overwritten by another mod. If a lightning icon Lightning Dim MO.png appears without a plus or minus sign, the mod is being completely overwritten by other mod(s) and might as well not be installed.

The red X Big Red X MO.png 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 Unendorsed MO.png icon appears when a mod has not been endorsed.


Category

Sorting by category can be useful if you remember what a mod does, but you can't remember its name. If you have not categorized your mods, this might be less useful.

Nexus ID

Sorting by Nexus ID can be rather useless, unless you want to find your oldest or newest mod quickly. This, of course, is retrieved from the Nexus ID of the mod, and shall show a value of 0 for non-Nexus mods.

Version

This tells you what version of the mod is installed and whether or not it is up to date. If the version number is in green, it is the latest version. If it is red, there is a new version available. If it is red with the warning icon Warning icon MO.png in front of it, the version you have installed is higher numerically but doesn't appear to match the current version on the Nexus.

Installation

This will tell you the date and time the mod was installed.

Priority

The priority of a mod determines how important that mod is to Mod Organizer. The numerical priority value determines the precedence of the mod. If a mod has a high numerical priority value, it will be loaded last and overwrite any conflicts of any mod of less priority. In other words, if two mods have a conflict, the one loaded last will overwrite the change of the one loaded earlier. It is default and recommended to sort by priority ascending, so you can drag and drop mods to change priority. You can also sort by priority descending, which will also allow you to drag and drop priority order, but it is backward to the norm and may be confusing.

Context Menu

You can access the context menu in the left pane by either right-clicking or pressing the Shift + F10 keyboard shortcut.

  • Install Mod... Presents you with the file browser allowing you to install a new mod from an archive. This works exactly the same as clicking the Archive button in the toolbar.
  • Enable all visible Enables all mods you have installed in the left pane that are currently visible. If you only want to enable the mods within a specific category, you can open the Filters sidebar, select the category, access the context menu, and click this option.
  • Disable all visible Disables all mods currently visible in the left pane. If you only want to disable the mods within a specific category, you can open the Filters sidebar, select the category, access the context menu, and click this option.
  • Check all for update Queries the Nexus to look for updates on mods and their endorsement state. It will also change the filter view to <Update>.
  • Refresh Refreshes the state of your enabled mods and reassesses conflicts.
  • Export to csv... Exports your list of mods to a csv file which can be opened in Microsoft Excel.
  • Add/Remove Categories Presents you with a drop-down menu where you can add or remove categories for a mod.
  • Replace Categories Presents you with a drop-down menu where you can replace the categories for mods.
  • Primary Category Sets the primary category visible for a mod that will display in the category column.
  • Change versioning scheme Changes the version number system to be compatible with how some modders number their mod versions.
  • Ignore update Ignores the current update notice. If the mod updates again, you will be notified.
  • Rename Mod... Allows you to rename the mod.
  • Remove Mod... Entirely deletes the mod.
  • Reinstall Mod... Entirely deletes the mod and then reinstalls from the archive, provided you still have it in your downloads. If the original archive is unavailable, it will tell you so and do nothing.
  • Endorse Endorses the mod on the Nexus
  • Unendorse Unendorses the mod on the Nexus
  • Won't Endorse Removes the not-endorsed flag Unendorsed MO.png. These mods will be filtered into the <Not Endorsed> category.
  • Endorsement state unknown Non-clickable statement that will remain until you successfully Check all for update.
  • Ignore Missing Data Removes the red X flag Big Red X MO.png by placing a dummy textures folder inside the mod.
  • Visit on Nexus Opens the mod's page on the Nexus if the Nexus id is known.
  • Open in explorer Opens the location of the mod in Windows Explorer.
  • Sync to Mods... An old experimental feature which would sync mods from Overwrite back to their original mods. Currently useless. Do not use.
  • Create Mod... When Overwrite has files in it, right-clicking and selecting this option will send all Overwrite files into a new mod that you name.
  • Information... Opens the Mod Information dialog box.

Mod Information

The Information dialog box for any mod may be accessed by either double-clicking the mod or via the context menu.

Textfiles

The Textfiles tab show all text files located inside the mod, including readmes and similar documents. It will show a list of all text files at left, which may be viewed by clicking their filenames. You may edit any text file and save using the Save button at the bottom.

INI-Files

The INI-Files tab shows any ini files located inside the mod. You may edit any ini file and save using the Save button at the bottom. You can also create a new ini file tweak for the mod by right-clicking in the lower left box and selecting Create Tweak. After entering a name and clicking OK, you can edit your custom ini file with any ini tweaks you desire.

Mod specific ini tweaks

Back 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. The following information is accurate as I see it and has been verified in MO v1.0.5 RC6.

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 override 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:

  1. Double click any mod in your installed mod list (e.g. your RWT2/Skyfalls Patch)
  2. Open to INI-tab
  3. In the bottom-left pane, right-mouse click and select Create Tweak
  4. Enter a name (e.g. Particle Tweak)
  5. In the right pane, type the ini tweak you want to make. E.g.[Particles] iMaxDesired=6000
  6. Save and close

Note: On the 29th of October a user reported that (under certain circumstances) the MO's skyrimprefs.ini in a profile gets overwritten by the ini tweaks. This is NOT intended behavior and is under investigation. For details see here, post #4.

Images

Images contained in the mod will be able to be seen in the Images tab.

Optional ESPs

The Optional ESPs tab gives you the ability to move any of the current mod's plugins to an inactive, optional place so that you have the plugin file handy but will not accidentally enable it. Please note that the message that MO normally gives you when enabling a mod with multiple ESPs in it will NOT be triggered by additional plugins located in Optional ESPs.

Conflicts

The Conflicts tab provides an overview of any and all conflicting files between currently enabled mods. There are three boxes toward the right which tell how many files, consecutively from top to bottom, are (1) in conflict but overwriting other mods, (2) in conflict and being overwritten by other mods, and (3) not in conflict with any other enabled mods.

Files in the current mod that are overwriting files from another mod in a lower priority position are listed in the top pane. The files in conflict are listed with their paths on the left, and the source(s) of the conflicting files are shown on the right, in order from lowest priority to highest. In order to allow a different mod to provide the conflicting file, you must change the priority position of the current mod to be before the other mod. Alternately, you can right-click any of the conflicting files and select Hide, which will effectively remove the file from the current mod (It actually appends a .mohidden file extension to the file so that it will not be used, but easily restored by going into the Filetree tab, right-clicking, and Unhiding the file). At top right of this pane is the number of all files that are in conflict that this mod is providing.

Files in the current mod that are being overwritten by other enabled mods in a higher priority position are listed in the bottom pane. The files in conflict are listed with their paths on the left, and the name of the mod providing the conflicting file is shown on the left (there is only one providing mod). You cannot hide any files in this pane. At top right of this pane is the number of all files that are in conflict that another mod is providing.

Categories

The Categories tab allows you to change the categories for the mod.

Nexus Info

The Nexus Info tab will show you the text from the Nexus page identified by the Mod ID at top left. Edit the Mod ID if it is incorrect, as otherwise the current version information will also be incorrect. Editing the Version number may be done at top right if incorrect. Clicking the blue Visit on Nexus link should take should open the mod page in your web browser.

Notes

In the Notes tab you can create notes for the mod. These notes can be seen you hover over the note flag Notes-MO.png for the mod.

Filetree

Mod Organizer's (MO) Filetree tab displays all files in the mod, including the MO-generated meta.ini file. MO stores information about the mod inside this meta.ini file, so do not touch it. Using the context menu in Filetree, you can create new folders, open files, rename files/folders, delete files/folders, and hide files/folders. You can also drag and drop files/folders into new locations within the mod. This pane is most useful for making sure everything has been installed to the correct folders, especially when a fomod installer fails to install correctly.

To access the Filetree, double-click an installed mod in the left pane of Mod Organizer and select Filetree at top right (or right-click and select Information from the context menu).

To hide a file/folder, right-click it and select Hide. To delete a file/folder, right-click it and select Delete. To rename a file/folder, right-click it and select Rename. Alternatively, you can rename a file/folder by double-clicking it. To open a file, right-click the file and select Open. To create a new folder, right-click in the directory level you wish to place the new folder and select New Folder. To move files/folders around within the mod, simply drag and drop them where you want them to go.



Mod Groups

Currently 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. If you wish to turn off mod grouping, select "No Grouping" from the drop-down menu.

Namefilter

Here you can quickly find your mods by simply typing in parts of their name.

Profiles

To change profiles, click on the profile drop-down box and select the desired profile. To learn more about profiles, see the Profiles tab. In regards to the left pane, mod profiles control:

  1. The priority order of the installed mods. This can be changed by dragging and dropping mods into the desired priority position. To learn more, see the Priorities tab.
  2. Whether or not the installed mod is enabled. This can be toggled by checking and unchecking a mod's checkbox.

Mod profiles do not control:

  1. Optional ESPs. If you move an ESP in an open profile to Optional ESPs, it will be in Optional ESPs for all profiles, even if one of those profiles specified the optional ESP within its load order.
  2. Hidden files. If you hide one of the files in an installed mod in one profile, it will be hidden throughout all profiles.
  3. Mod names. If you rename a mod in one profile, it will have that name throughout all profiles.
  4. Category. If you change the category of a mod in one profile, it will have that category throughout all profiles.
  5. Version. If you change the version of a mod in one profile, it will be that version throughout all profiles.
  6. Mod ini files. If a mod has an ini file inside it, and you change it inside one profile, it will have that change throughout all profiles.
  7. Mod readme files. If you modify a mod readme file in one profile, it will be modified throughout all profiles.
  8. Notes. If you make a note in the Notes tab for a mod in one profile, it will retain that note throughout all profiles.
  9. Nexus mod ID. If you change an installed mod's Nexus ID in one profile, it will be changed throughout all profiles.

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. After using a filter, you may click on the blank space at the bottom of the sidebar to see all mods again.

<Checked>

If you click on this filter, only mods that you have enabled for your current profile shall be displayed.

<Unchecked>

If you click on this filter, only mods that you have not enabled for your current profile shall be displayed.

<Update>

If you click on this filter, only mods that have a newer version available shall be displayed.

<No Category>

If you click on this filter, only mods that do not have a category assigned to them shall be displayed.

<Conflicted>

If you click on this filter, only enabled mods that have file conflicts with other enabled mods shall be displayed.

<Not Endorsed>

If you click on this filter, only mods that have not been endorsed shall be displayed. This includes mods that you have marked as Won't Endorse.

Categories

After all the preset filters, you have the category filters, which simply show all mods assigned to the selected category. If you add a custom category, it will show here as well. To add a custom category, right-click in the Filter sidebar and select "Edit Categories." To see more about editing categories, see here.

Warning-Logo.png       Warning:Make certain you don't add so many custom categories that you have no empty space left at the bottom of the Filter sidebar. If you do, you will have no way beside restarting Mod Organizer to remove a filter applied.

Right Pane

Plugins

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 sign Warning icon MO.png 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 the Priorities tab.

If you right-click inside the Plugins tab, you will find you have three options:

  1. Enable all
  2. Disable all
  3. Lock load order (please note that this option is only available for active plugins)

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 shall always end up in that order, although other plugins may slip in between them.

Archives

If a mod contains assets in a BSA file, it will appear in the Archives tab under the mod's name. Checking a BSA will ensure that its contents make it in-game in the order that you have set your priorities in the left pane. If an unchecked BSA has a corresponding esp or esm in the load order, it will display a warning icon beside it. This indicates that the BSA will be loaded despite not being checked. Not only will such a BSA be loaded, but also it will ignore the priorities set in the left pane and load according to its position in your load order. 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.

An accompanying ESP file to extract the BSA is not necessary in Mod Organizer. The only requirement is for the BSA to be checked here.

Info-Logo.png       Notice:Users who get the "failed to remove limit on archive list!" error message 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

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.

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

The 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. 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

The Downloads tab is where all mods downloaded through Mod Organizer are stored. To learn more, visit the Downloading Mods tab.



General

Language

This is a drop-down list of all languages Mod Organizer has. Currently supported languages include English, Czech, German, Spanish, French, Russian, Turkish, Chinese (simplified), and Chinese (traditional).

Style

Here you can select different skins for Mod Organizer.

Log Level

This controls what data is printed to the "ModOrganizer.log" file. "Debug" is most verbose and useful in solving problems. "Info" prints less information, but is less useful if encounter a bug. If set on "Error" level, the log file shall only record errors and information on that error shall be almost nonexistent.

Advanced

By ticking Advanced, you are able to change the directories where your downloads, mods, and/or web cache are located on your hard drives(s). This is most useful if you are using a SSD and do not wish to store mod installation archives upon it. It also is useful if you are using multiple Mod Organizer installs and you want them centered on a hub of installed mods.

Reset Dialogs

If you press the "Reset Dialogs" button, any place in Mod Organizer where you have selected a "Remember Selection" box shall be reset.

Configure Mod Categories

Pressing the Configure Mod Categories button will bring up the Categories window, which allows you to edit categories. Right-clicking at any point will bring up a context menu allowing you to add a new category at that position or remove the category selected.

The ID column to the left displays the category ID number. These should never need to be changed and are mainly for reference purposes in association with other IDs only. However, even farther left, in the column without a title, each category is numbered in the order by which they appear in the list of categories. You can click these and drag and drop the categories into new positions thereby. All other fields may be edited by double-clicking or selecting and pressing F2.

Managing categories

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

Login Info

Entering your Nexus ID and password in this box will allow you to log in to the Nexus without having to type this information every time. Tick the checkmark to cause Mod Organizer to automatically log in. It is stored encrypted inside the Modorganizer.ini file.

Offline Mode

Ticking the "Offline Mode" box will cause Mod Organizer not to access the Internet.

Proxy Settings

Checking the "Use HTTP Proxy" box will allow Mod Organizer to use your system's proxy settings.

Servers

When you download a mod, Mod Organizer will create a list of known servers as well as their connection speed. Dragging and dropping servers from the left box into the right box will cause those servers to be preferred over the other ones. This is especially useful for Premium users who may wish to specify Premium servers for faster speeds.



Plugins

Various settings for some Mod Organizer plugins can be set in the Plugins tab in Settings. To learn more, see the Plugins tab.



Workarounds

Warning-Logo.png Warning: Leave these settings alone unless you know what you are doing.

Steam App ID

This is the ID Steam uses for the game that Mod Organizer is organizing. Do not touch unless you know for sure it is incorrect. More information can be found here.

Load Mechanism

This is the manner through which Mod Organizer (MO) is used in your game. Do not touch unless the default mechanism is failing. If set to Mod Organizer, your game will be hooked when run through MO, loading your mods. If set to Script Extender, MO will be loaded as a plugin when launched through the game's script extender loader. If set to Proxy DLL, MO will be loaded through a DLL application extension method, which is a rather big hack, and should be avoided above all.

NMM Version

This is the version of NMM for which Mod Organizer will set as user agent. It may need to be increased if the Nexus bans any particular version of Nexus Mod Manager from usage.

Hide inactive ESPs/ESMs

This workaround will prevent any inactive ESPs/ESMs from accidentally being loaded into the game.

Force-enable game files

The base Skyrim game files, like Skyrim.esm and its related BSAs, will be mandatory if this box is checked. Unchecking this box allows you to disable the base game files, if so desired. This may be useful if using a total conversion mod built on the Skyrim engine.

Back-date BSAs

This is an alternative to Archive Invalidation that only works on Skyrim.



Plugins

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.

  • Python Proxy - An extension that allows Mod Organizer to run Python plugins if supported. It also allows the user to specify the Python to be used by proxy to Python location.

Installers

Mods are packaged in many different ways. Installers allow MO to handle these different types of archives.

  • Manual - Can install almost any package but requires user interaction. Usually the fallback if no other installer works.
  • BAIN - Installs archives packaged for the Wrye Bash package manager. Right now it does not support wizards.
  • Fomod - Installs archives that use an xml file to describe the installation options. Fomod stands for "Fallout mod" as fomod archives were originally developed by Fallout Mod Manager.
  • Fomod (external) - Uses an external tool called NCC based on Nexus Mod Manager to install fomod archives. This is slower than the above installer and less well-integrated but much more compatible. This is because NCC supports C# scripts in addition to xml scripts.
  • Bundle - Proxy installer for archives packaged in another archive (i.e. a fomod packaged in a .7z)
  • Simple - Allows one-click install for mods packaged in simple data level format.
  • BCF - BCF stands for BAIN Conversion File. These are installers that were converted for use with Wrye Bash. This experimental plugin in alpha stage introduces support for BCF-packaged archives.

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).

  • FNIS Checker - This plugin informs you when you should run FNIS before you start your game.
  • Basic Diagnosis Plugin - Checks for problems unrelated to other plugins.
  • Ini Editor - Basic text editor to edit the game configuration. This is a good starting point for anyone interested in developing a plugin using C++.
  • NMM Import - Imports mods installed through NMM into MO. Not well tested.
  • Preview Base - Provides the ability to preview various types of files.
  • DDS Preview - Provides the ability to preview DDS files based on code from the niftools project.
  • Configurator - More sophisticated configuration editor for the skyrim.ini and skyrimprefs.ini files. It is currently the only official plugin written in Python.

Plugin settings

Various settings for some Mod Organizer plugins can be set in the Plugins tab in Settings. This section talks about what these settings are and how they are used.

FNIS Checker

The FNIS Checker has two settings which can be set to Boolean values. If enabled is set to false, the plugin will simply be disabled. Conversely, if enabled is set to true, the plugin will be active. If sensitive is set to false, the plugin will only message you when it is almost if not entirely sure that FNIS must be run. If sensitive is set to true, just about every time you change something in your profile, it will tell you to run FNIS.

Ini Editor

The Ini Editor has two settings which can be set to Boolean values. The external setting determines whether or not the ini is opened in an external editor. The associated setting determines whether or not the program you currently have associated with ini files will open them. The associated setting will do nothing while the external setting is set to false.

Fomod Installer

The integrated Fomod installer has two settings which can be set to Boolean values. If enabled is set to false, the plugin will simply be disabled. Conversely, if enabled is set to true, the plugin will be active. If prefer is set to false, the installer will not be used as long as the NCC Fomod plugin is working. If "prefer" is set to true, this installer shall handle all xml-based fomods.

Simple Installer

The Simple Installer has one setting that can be set to a Boolean value. If enabled is set to false, the plugin will simply be disabled. Conversely, if enabled is set to true, the plugin will be active. The Simple installer allows correctly-packaged mods to simply skip to the quick install window, allowing you to install many mods with just a click. If disabled, you will always be presented with the manual install window.

Python Proxy

The Python Proxy has one setting that can be set to a Boolean value and another setting that can be set to a string. If enabled is set to false, the plugin will simply be disabled. Conversely, if enabled is set to true, the plugin will be active. The python-dir value may be set to the directory where Python is installed.

Blacklisted Plugins

Here are any plugins that have been blacklisted so that they are not enabled. Use the delete key to remove any entries.



Third 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., ATTK, SKSE, SBW, etc.). 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 icon Gear MO.png, several fields present themselves:

  • Title - This is the name for this application as displayed in the drop-down menu. You may use whatever name you wish.
  • Binary - The full path to the executable to run. Only files that end on .exe or .bat are executables! Other files like .jar or .py require an "interpreter" (e.g., Java, Python). In those cases you set up the interpreter as the binary here.
  • Start In - This is the working directory for the application. You can usually leave this empty. If you're running a .jar/.py file you may have to set this to the path of the .jar/.py file for it to work correctly.
  • Arguments - These are command line arguments to be passed to the binary. If arguments are required (and which) depends on the app. If you're running a java application (.jar), you set the binary to your "java.exe" or "javaw.exe" and as the argument use "-jar <name of the .jar file>". If you're running a python application (.py or .pyw) you set the binary to your "python.exe" or "pythonw.exe" and the argument to "<name of the .py/pyw file>"
  • Overwrite Steam AppID - This is only required for applications that are distributed via Steam and are not the game itself. The only case I'm aware of is the Creation Kit, and that is set up automatically.
  • Close MO when started - If checked, MO will close when the executable is started. Choose based on your preference.

List of 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
  • Skyrim Script Extender (skse_loader.exe)
  • Simple Borderless Window (SBW.exe)
  • Skyrim main executable (TESV.exe)
  • Skyrim Launcher (SkyrimLauncher.exe)
  • Creation Kit (CreationKit.exe)
  • BOSS (BOSS/BOSS.exe)
Oblivion
  • Oblivion Script Extender (obse_loader.exe)
  • Oblivion main executable (oblivion.exe)
  • Oblivion Mod Manager (OblivionModManager.exe)
  • Construction Set (TESConstructionSet.exe)
  • Oblivion Launcher (OblivionLauncher.exe)
  • BOSS (BOSS/BOSS.exe or Data/BOSS.exe)
Fallout 3
  • Fallout Script Extender (fose_loader.exe)
  • Fallout main executable (fallout3.exe)
  • Fallout Mod Manager (fomm/fomm.exe)
  • Garden of Eden Creation Kit (geck.exe)
  • Fallout Launcher (FalloutLauncher.exe)
  • BOSS (BOSS/BOSS.exe)
Fallout New Vegas
  • New Vegas Script Extender (nvse_loader.exe)
  • Fallout New Vegas main executable (falloutnv.exe)
  • Fallout Mod Manager (fomm/fomm.exe)
  • Garden of Eden Creation Kit (geck.exe)
  • Fallout New Vegas Launcher (FalloutNVLauncher.exe)
  • BOSS (BOSS/BOSS.exe)

General application setup

  1. Click the gears icon Gear MO.png. This opens the "Modify Executables" window.
  2. In the "Title" field, type in what you want to call the application. This fills in the "Title" field.
  3. All the way to the right of the "Binary" field is a button with an ellipsis with a subtext of "Browse filesystem." Click it. This opens a window where we can browse to the program we want to run.
  4. Navigate to the folder where the program is installed and select the application. This fills in the "Binary" field.
    • If the program's files are located at the same location as the executable (e.g., TESV.exe is in the Skyrim directory, whereas Reproccer.jar is not in the Java directory), steps 5 and 6 may be skipped, as they would be redundant.
  5. All the way to the right of the "Start in" field is a button with an ellipsis. Click it. This opens a window where we can browse to the folder where the program we want to run is located.
  6. Navigate to the folder where the program is located and select it. This fills in the "Start in" field.
  7. Do you need the application to call another file, or input a custom setting? Use the Argument field for any such needs.
  8. Do you need to overwrite the Steam AppID? Almost undoubtedly not, but if you do, you can check that option and type in the appropriate AppID in the field provided.
  9. Do you desire to close MO when you start the program? Only if you are launching the game, most likely. If you do, check the "Close MO when started" option.
  10. Click the "Add" button. This will add the application to your executables list.
  11. Click OK.

Note: Typical application setup does not require steps 5 through 9.

BodySlide 2 and Outfit Studio

To install BodySlide 2 and Outfit Studio in Mod Organizer:

  1. Once MO opens the archive, it will not detect any game data.
    1. Select Set data directory.
    2. Click OK to install.
    3. Select Ignore at the prompt.
  2. The red X Big Red X MO.png flag will appear for the mod in the Left Pane.
    1. Right-click the mod.
    2. Select Ignore missing data.
  3. Enable the mod by ticking its check mark.

BodySlide 2 and Outfit Studio can be added to the list of executable via default procedure:

  1. Click the gears icon Gear MO.png. This opens the "Modify Executables" window.
  2. In the "Title" field, type "BodySlide 2 and Outfit Studio" (or whatever else you desire to call it). This fills in the "Title" field.
  3. All the way to the right of the "Binary" field is a button with an ellipsis with a subtext of "Browse filesystem." Click it. This opens a window where we can browse to the program we want to run.
  4. Navigate to the BodySlide directory and select the "BodySlide.exe" application. This fills in the "Binary" field.
  5. Click the "Add" button. This will add BodySlide 2 and Outfit Studio to your executables list.
  6. Click OK.
  7. The same procedure may be used to add the other applications within this mod.

Please note:

  • It appears it does not work in Mod Organizer at the moment.

Better Oblivion Sorting Software (BOSS)

Better Oblivion Sorting Software (BOSS) can be added to the list of executable via default procedure:
  1. Click the gears icon Gear MO.png. This opens the "Modify Executables" window.
  2. In the "Title" field, type "BOSS" (or whatever else you desire to call it). This fills in the "Title" field.
  3. All the way to the right of the "Binary" field is a button with an ellipsis with a subtext of "Browse filesystem." Click it. This opens a window where we can browse to the program we want to run.
  4. Navigate to BOSS's directory (probably C:\BOSS) and select the "BOSS GUI.exe" application. This fills in the "Binary" field.
  5. Click the "Add" button. This will add BOSS to your executables list.
  6. Click OK.

Please note:

  • You may alternatively use the command-line "BOSS.exe" executable in the BOSS directory to bypass the GUI.



BOSS Userlist Manager (BUM)

BOSS Userlist Manager (BUM) can be added to the list of executable via default procedure:

  1. Click the gears icon Gear MO.png. This opens the "Modify Executables" window.
  2. In the "Title" field, type "BUM" (or whatever else you desire to call it). This fills in the "Title" field.
  3. All the way to the right of the "Binary" field is a button with an ellipsis with a subtext of "Browse filesystem." Click it. This opens a window where we can browse to the program we want to run.
  4. Navigate to BUM's directory and select the "BOSS Userlist Manager.exe" application. This fills in the "Binary" field.
  5. Click the "Add" button. This will add BUM to your executables list.
  6. Click OK.

Please note:

  • When BUM is first run it will want to set up its configuration information.
    • Under Game selection select Skyrim.
    • The Mod Path should be the path to the Skyrim Data folder EX: D:\Steam\SteamApps\common\skyrim\Data\
    • The Masterlist path is the path where the BOSS program is installed EX: C:\Somepath\BOSS\Skyrim.
    • The Boss program is the path to the BOSS executable that is going to be used. EX: C:\Somepath\BOSS\BOSS.exe
    • Click Save. If asked to configure other installed games repeat the above steps. If the other games are not needed delete the Mod Path line and BUM will ignore those games.



Creation Kit

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:

  • While the Creation Kit is running, files you add to one of the mod directories do not become visible until CK is restarted.
  • After saving the changes the esp file is moved to the "overwrite"-mod.
  • The script compiler does not work in Mod Organizer, because it is a 64-bit application. To compile scripts, you will have to temporarily move the scripts to the data directory.

If for whatever reason the Creation Kit is not in your list of applications, you may add it manually by doing the following:

  1. Click the gears icon Gear MO.png. This opens the "Modify Executables" window.
  2. In the "Title" field, type "Creation Kit" (or whatever else you desire to call it). This fills in the "Title" field.
  3. All the way to the right of the "Binary" field is a button with an ellipsis with a subtext of "Browse filesystem." Click it. This opens a window where we can browse to the program we want to run.
  4. Navigate to the game directory and select the "CreationKit.exe" application. This fills in the "Binary" field.
  5. Check the "Overwrite Steam AppID" option and enter the number 202480 in the field beside it.
  6. Click the "Add" button. This will add the Creation Kit to your executables list.
  7. Click OK.

NOTE: Compiling scripts in the Creation Kit under MO is not possible as the script compiler is a 64bit application, which Mod Organizer does not support at this time. The following is a workaround.

  • Download Wrye Bash (or another mod manager of your liking expect Mod Organizer) and install it. In the following instructions it is assumed you're using Wrye Bash.
  • Download the 7z archive version of SKSE to a temporary folder. Extract the archive, open the '\data' folder and archive the '\scripts' folder; name the newly created archive something along the line "skse_<version number>_scripts" so you know immediately know the purpose of the archive and SKSE's version number.
  • Download SkyUI to a temporary folder.
  • Download any other mod which scripts you need in your own mod to a temporary folder.
  • Start Wrye Bash itself (not from Mod Organizer!) and switch to the Installer tab (top left); Wrye Bash will quickly scan all files in '\<Skyrim>\data'.
  • Hint: Don't set the download or mod folder of Mod Organizer into '\<Skyrim>\data', otherwise Wrye Bash will scan all these files when starting its installer and a procedure which should only takes seconds requires minutes.
  • Drap&Drop your self-made created SKSE script archive, the SkyUI archive and any archive of other mods you've downloaded onto Wrye Bash.

You can delete the temporary folder if you wish so. Preparations are done!

From now on every time you want to work on your mod(s) do the following:

  • Start Wrye Bash itself (not from Mod Organizer!).
  • Select all archives in the installer, right click on them and select "Install".
  • Work on your mod(s); compiling should now work without issues.
  • When done select all archives, right click on them and select "Uninstall".



Fore's New Idles for Skyrim (FNIS)

Fore's New Idles for Skyrim (FNIS) may be added in this manner:
  1. Click the gears icon Gear MO.png. This opens the Modify Executables window.
  2. In the Title field, type FNIS.
  3. For the Binary field, browse to your FNIS installation (should be located in <ModOrganizer>/mods/Fores New Idles in Skyrim - FNIS/tools/GenerateFNIS_for_Users) and select the GenerateFNISforUsers.exe application.
  4. Click the Add button. This will add FNIS to your executables list.
  5. Click OK.


Please note:

  • After closing FNIS, there shall be files in Overwrite (essentially a fake mod located at the bottom of the left pane if sorted by priority ascending) created by FNIS. Right-click Overwrite and select Create Mod, name it FNIS Output and click OK. This will create a new mod listing in the left pane for the FNIS generated files. You will then need to check it to enable it. Each subsequent time you update FNIS behavior, you must open Overwrite and drag the new files back to this mod.
  • If you receive a This application cannot be started message, most likely you forgot to enable the mod in the Left Pane.

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 free "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.

Info-Logo.png       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:

  1. Click the gears icon Gear MO.png. This opens the "Modify Executables" window.
  2. In the "Title" field, type in Free Commander XE (or whatever else you want to call it). This fills in the "Title" field.
  3. All the way to the right of the "Binary" field is a button with an ellipsis with a subtext of "Browse filesystem." Click it. This opens a window where we can browse to the program we want to run.
  4. Navigate to your FreeCommanderXE directory and select the "FreeCommander.exe" application. This fills in the "Binary" field.
  5. Check the "Close MO when started" option. This causes MO to close upon launch of FCXE.
  6. Click the "Add" button. This will add Free Commander XE to your executables list.
  7. Click OK.




Simple Borderless Window (SBW)

To set up Simple Borderless Window (SBW) to work with MO:

  1. Click the gears icon Gear MO.png. This opens the "Modify Executables" window.
  2. In the "Title" field, type in SBW (or whatever else you want to call it). This fills in the "Title" field.
  3. All the way to the right of the "Binary" field is a button with an ellipsis with a subtext of "Browse filesystem." Click it. This opens a window where we can browse to the program we want to run.
  4. Navigate to your Skyrim directory and select the "SBW.exe" application. This fills in the "Binary" field.
  5. Check the "Close MO when started" option. This causes MO to close upon launch of SBW.
  6. Click the "Add" button. This will add SBW to your executables list.
  7. Click OK.

Please note:

  • The skyrimprefs.ini for each profile must be edited, changing the "bFull Screen" value to 0, for Skyrim to launch in windowed mode.
  • The picture shows when you alt-tab in Skyrim. While in game you will not see the tray or anything else. It will be windowed mode but without the borders. Essentially "Fullscreen".



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:
  1. Click the gears icon Gear MO.png. This opens the "Modify Executables" window.
  2. In the "Title" field, type in SKSE (or whatever else you want to call it). This fills in the "Title" field.
  3. All the way to the right of the "Binary" field is a button with an ellipsis with a subtext of "Browse filesystem." Click it. This opens a window where we can browse to the program we want to run.
  4. Navigate to your Skyrim directory and select the "skse_loader.exe" application. This fills in the "Binary" field.
  5. Check the "Close MO when started" option. This causes MO to close upon launch of SKSE.
  6. Click the "Add" button. This will add SKSE to your executables list.
  7. Click OK.

Please note:

  • SKSE may not be installed as a mod via MO. You may, however, install the scripts via MO to keep your data directory clean (provided that you haven't changed MO's load mechanism to Script Extender).
  • SKSE plugins may be installed and used via MO (provided that you haven't changed MO's load mechanism to Script Extender).



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:

  1. In the right pane, go to the "data" tab.
  2. Locate the SkyProc Patchers directory and expand to the SkyProc program you want to use.
  3. Right-click the .jar file and select "Add as executable."
  4. Enter a name and finish.

Please note:

  • 32-bit Java is required to run SkyProc Patchers.
  • You may be asked to select the Java executable. It wants the "javaw.exe" file typically located inside Java\jre7\bin in your Program Files directory.
  • Instead of adding as executable, you may simply execute it from the "data" tab by right-clicking and selecting "Open/Execute." This is useful if you run all your patchers via SUM and you find yourself in need of running one of them manually.

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:

  1. Place the esp in the correct spot (below the master file it requires).
  2. Launch SUM (install it if you don't have it).
  3. Change SUM settings so that BOSS doesn't run.
  4. Run the patcher through SUM and patch as normal.

Or

  1. Use BUM and add the esp into the correct spot (or use the userlist rule manager in BOSS GUI).
  2. Run the patcher as normal and patch should process correctly.


TES5Edit (also TES4Edit, FNVEdit, and FO3Edit)

To add TES5Edit to executables:

  1. Click the gears icon Gear MO.png. This opens the "Modify Executables" window.
  2. In the "Title" field, type "TES5Edit" (or whatever else you desire to call it). This fills in the "Title" field.
  3. All the way to the right of the "Binary" field is a button with an ellipsis with a subtext of "Browse filesystem." Click it. This opens a window where we can browse to the program we want to run.
  4. Navigate to the game directory and select the "TES5Edit.exe" application. This fills in the "Binary" field.
  5. Click the "Add" button. This will add TES5Edit to your executables list.
  6. Click OK.

Please note:

  • If "Backup Plugins" is checked in TES5Edit, files are saved to original file location, overwriting them, and a backup is created in Overwrite inside the TES5Edit Backups folder (please note that this behavior is different from older versions of MO, in which case no matter what, the modified file was saved in Overwrite).
  • If "Backup Plugins" is unchecked in TES5Edit, files are saved to original file location, overwriting them without creating backups (please note that this behavior is different from older versions of MO, in which case the modified file always went to overwrite).



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:
  1. Click the gears icon Gear MO.png. This opens the "Modify Executables" window.
  2. In the "Title" field, type in "Wrye Bash" (or whatever else you decide to title it). This fills in the "Title" field.
  3. All the way to the right of the "Binary" field is a button with an ellipsis with a subtext of "Browse filesystem." Click it. This opens a window where we can browse to the program we want to run.
  4. Navigate to and select "Wrye Bash.exe" located, most likely, in the "Mopy" folder where you installed it. This will fill in the "Binary" field.
    • Having trouble finding it? It should be in the "Mopy" directory inside your game directory.
  5. Click the "Add" button. This will add Wrye Bash to your list of applications.
  6. Click OK.

To add Wrye Bash Python to executables:

  1. Click the gears icon Gear MO.png. This opens the "Modify Executables" window.
  2. In the Title field, type in "Wrye Bash Python" (or whatever else you decide to title it). This fills in the "Title" field.
  3. All the way to the right of the "Binary" field is a button with an ellipsis with a subtext of "Browse filesystem." Click it. This opens a window where we can browse to the program we want to run.
  4. Navigate to and select "pythonw.exe" inside your Python directory (should be located in C:\Python27). This will fill in the "Binary" field.
  5. All the way to the right of the "Start in" field is a button with an ellipsis. Click it. This opens a window where we can browse to the folder where the program we want to run is located.
  6. Navigate to the directory where Wrye Bash was installed and select it (default location is Steam\SteamApps\common\skyrim\Mopy). This will fill in the "Start in" field.
  7. Leave that all open, but now go into Windows Explorer and find your Wrye Bash directory and enter it. You should see a file called "Wrye Bash Launcher.pyw" inside that folder.
  8. Press down the Shift button and hold, at the same time right-click the "Wrye Bash Launcher.pyw" file. The context menu should appear.
  9. Select "Copy as path" from the context menu. It may be hard to locate, but it will be about in center of the context menu. If you can't find it, try pressing Shift + right-click again, and it should appear. This will copy the path to the "Wrye Bash Launcher.pyw" to your clipboard.
  10. Now paste the path that you just copied to your clipboard into the "Argument" field. The argument should now look something like this: "C:\Games\Steam\SteamApps\common\skyrim\Mopy\Wrye Bash Launcher.pyw"
  11. Click the "Add" button. This will add Wrye Bash to your list of applications.
  12. Click OK.


Please note:

  • If you start Wrye Bash from MO (add it as an executable), it will recognize the plugins (esp, esm) from MO but Wrye Bash will treat them as if the mods had been installed manually.
  • Disabling Wrye Bash's Auto-Ghost functionality when launched through Mod Organizer stops all ESP files being moved from their respective folders to the Data folder.
  • Some versions of Wrye Bash (e.g., Wyre Flash for Fallout 3) do not have a standalone version, in which case the Python setup is necessary.
  • The current version of Wrye Bash for Skyrim has an installer for the Python variant that will automatically download and install the relevant Python for you. Some who have had difficulties installing Python for MO's Python plugin support have reported this method as being a viable solution.


Profiles

Profiles in Mod Organizer let you have different mod setups and quickly switch between them. The following aspects are separate for each profile:

  • the selection of enabled mods
  • the selection of enabled plugins (esp)
  • the selection of enabled BSA files
  • priority order of mods
  • priority order of plugins
  • saved game filter
  • configuration files (skyrim.ini, skyrimprefs.ini)
Info-Logo.png       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.

Creating profiles

To create a new profile:

  1. Click the profile icon (it will be the third icon from right, and will have a subtext stating "Configure Profiles")
  2. Click create
  3. Type in a name (you may or may not wish to check the "Default Game Settings" box)
  4. Click OK
  5. Click close

To create a new profile based on an existing profile:

  1. Click the profile icon (it will be the third icon from right, and will have a subtext stating "Configure Profiles")
  2. Select the profile you would like to base your new profile off
  3. Click copy
  4. Type in a name
  5. Click OK
  6. Click close

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).


Editing INI settings

MO takes copy of skyrim.ini and skyrimprefs.ini at the time a profile is created and then uses these copies when launching Skyrim via MO

  • This means any changes made to the normal ini files (e.g. via Skyrim Launcher, you editing the files, Skyrim official patch) will not appear in MO

To edit MO's ini files you can click "Edit ini" button and then edit them

  • Each profile has its OWN ini files! If you copy a profile, the ini files are also copied from the original profile, otherwise they are copies of the original files at the time the profile is created
  • Future feature of MO may include global ini files with each profile being able to make changes to global settings
Info-Logo.png       Notice:If changes are made to Skyrim's normal ini files then could copy paste into MO ini files
  • You can use the Skyrim launcher or any ini editor found on the nexus to modify the profile ini files provided you start them from within MO! (see 7. Adding Executables)
  • If you have Python installed, MO has a custom ini Configurator plugin that is functional beginning with version 0.99.4.

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 7 in the Initial Setup section under the Installation tab). Mods downloaded through MO shall 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 Warning icon MO.png will appear in front of the mod in the Downloads pane. To attempt to retrieve the information:

  1. Right-click the downloaded file in the Downloads pane.
  2. Select "Query Info."
  3. If presented with a window asking you to choose between two possible Nexus IDs, select the correct one (normally the higher number). If neither are correct, cancel.
  4. If presented with a window asking you to enter the Nexus ID, enter the correct number (Nexus IDs are the number at the end of URL after nexusmods.com/mods).
  5. If presented with a window asking you to choose the correct file, choose the correct file. If the correct file isn't there, select cancel.

In many cases the meta information collection will fail despite following these steps. This is caused by one of the three following problems:

  1. The file has not been assigned a version number by the mod author.
  2. There are more than thirty files assigned to the mod, and none of the thirty detected by MO were the correct file.
  3. The file doesn't exist on the Nexus.

Please note:

  • The globe icon Globe MO.png must be clicked once before MO can download a file via the "Download with Manager" buttons on the Nexus.
  • Checking "Compact" at the bottom right of the Downloads pane will shrink the amount of info given for each file. This is useful for managing a large collection of downloaded mods.
  • You can select preferred servers for downloading mods inside Settings at the bottom of the Nexus tab. Simply drag and drop your preferred servers into the box on the right (please note that these servers are only identified upon first download of a mod). This is useful if you have a premium account, as you can give premium servers higher priority.
  • If a file says that it is "Done" in the Downloads pane, it has finished downloading, but is currently not installed. If a file says that it is "Installed" in the Downloads pane, it has been installed. If a file says that it is "Uninstalled" in the Downloads pane, it has been uninstalled.
  • Files in the Downloads pane may either be deleted or removed from view. Deleted files are moved to the Recycle Bin. Files that have been removed from view still exist in MO's downloads folder, but shall not appear in MO's Downloads pane.
  • Mods downloaded by MO are stored in the "downloads" folder inside the ModOrganizer directory.
  • Manually downloaded mods do not automatically appear in the "Downloads" pane in MO. If you want the downloaded mod to appear in the Downloads pane, you must manually copy it to MO's downloads folder. You may then follow the steps explained above to collect meta info for the mod.
  • Meta information gathered by MO may not necessarily be correct. If it is incorrect, following installation you may manually enter the correct Nexus ID and/or version number in the "Nexus Info" tab.

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:

  • Click the globe icon Globe MO.png.
  • Go to the Nexus tab in Settings and click the Associate with "Download with manager" links button.
  • Go to your ModOrganizer directory and run the nxmhandler application as administrator. If the program is pointing to Mod Organizer, click the Register Active button, click yes at the prompt, and close. If the program is not pointing to Mod Organizer, right-click in the window and select Add, select the game you are handling, browse to the appropriate ModOrganizer.exe application, click OK, click the Register Active button, click yes at the prompt, and close.
  • If you are using Google Chrome, locate the "Local State" file (normally located inside C:\<username>\AppData\Local\Google\Chrome\User Data\), open in a text editor while Google Chrome is closed, search for "nxm", delete the line that says "nxm": false (if true, still delete the line), and save. Next time you click the Download with Manager button, Chrome should pop-up a dialog asking to launch the application registered for nxm links. Click Launch.
  • If you are using Firefox, open Firefox and inside Options go to the Applications tab. Search for nxm and point it toward the nxmhandler application located inside the ModOrganizer directory if the option exists.

Installing mods

There are three ways to begin installing a new mod:

  1. Click the Archive button Archive MO.png in the toolbar, browse to the mod archive, select it, and click Open.
  2. Right-click within the Left Pane, select Install Mod... from the context menu, browse to the mod archive, select it, and click Open.
  3. Download the mod archive through Mod Organizer (MO) and then once it has finished, install by double-clicking the file in the Downloads tab in the Right Pane.

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:

  1. Simple archive
  2. BAIN (Bash Installer)
  3. Fomod (Fallout Mod)

If the archive is not packaged in any of the first three ways, it will open the manual installation dialog.

Please note:

  • Any time you install a new mod, it will automatically assume the highest numerical priority position. That means, once enabled by checking its box within the current profile, it will overwrite any conflicting mod files in a lower numerical priority position. To learn more, see the Priorities tab.
  • It is currently not possible to start multiple mod installs at the same time.

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.

  • No game data on top level

    No game data on top level

  • Looks good

    Looks good

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.

Quick install of simple archives

Quick Install Window

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:

  • Simple archive quick install functionality may be disabled by going to the Plugins tab inside Settings and setting the enabled value to false for the Simple Installer plugin.

BAIN

Bash 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

Starting with version 0.11.0, NMM packages are installed with a scripted installer IF you have the NCC optional package installed. This will look exactly like the installer would in NMM.

If NCC is not installed, some NMM packages (xml-based) will still install with a guided installer, the rest needs to be installed manually. Check out this link for a guide on how to do this for the NMM mods included in STEP

Alternatively if you no longer use NMM for any mods then see #NMM Archives for a way to install using NMM to a fake directory and then you can archive the file structure (courtesy of masc)

Starting with MO 0.11.0, MO can directly install fomod files via either an internal or external installer plugin.

Methods of installation

If the default method does not work, you can use one of the other methods outlined below (please report problematic mods as bugs).

Default method

By default, MO is set up to use an internal fomod installer plugin to install basic fomod packaged mods (mods that are installed simply via variables set inside xml files) and an external NCC installer plugin for more advanced fomod packages (mods archives that also contain .cs scripts). Generally this setup works fine, but sometimes a mod comes up that defies this configuration, and other methods may need be employed.

Please note:

  • Some advanced fomods (e.g., Even Better Quest Objectives) have detection techniques that work with the NCC-based plugin that are not utilized by the default xml-based plugin. Therefore, it is much easier to install those plugins by forcing them to use the NCC plugin (see below).
NCC-only method

Generally speaking, since the external NCC fomod plugin is based off Nexus Mod Manager, it is more compatible with most mods than the internal plugin is. If a mod is not installing correctly via the default internal plugin, it may be disabled via the following method:

  1. Open Settings by clicking the wrench icon
  2. Go to Plugins tab
  3. Click on "Fomod Installer"
  4. Double-click on the "true" value beside "prefer"
  5. Select "False" from the drop-down list
  6. Click OK

Please note:

  • You may re-enable the internal plugin to restore default behavior after successful installation of the problematic mod.
Manual method

If you know what you are doing, you may manually install a NMM archive by clicking the Manual option at installation. Only use this option if you know what you are doing!

NMM method

Here is an alternative method from masc to install NMM packaged mods

Note: this is only of use if you do not use NMM for other things at all, as it breaks its normal use.

Warning-Logo.png       Warning:Back up your Skyrim folder before attempting this. It has only been tested a few times without issue.

REMEMBER, THIS IS NOT WELL TESTED. USE AT YOUR OWN RISK AND BACKUP YOUR REAL SKYRIM DIRECTORY FIRST.

  1. Download the mod manually (as opposed to through MO).
  2. Create a folder somewhere safe (e.g., your desktop) called Skyrim and a data folder under that. NMM is happy with this but needs a skyrim.esm file under data to work, so create an empty text file and rename it "skyrim.esm" to keep it happy. The skyrim.esm file is the only one needed so far in masc's testing.
  3. Launch NMM and open options and untick everything in general (to limit it stepping on MO's toes) and under 'skyrim' tab set Skyrim directory to the above one created in step 2.
    • Note: I had an odd problem where using the browse button would set the folder but it would be back to the default when I went back. After selecting the folder, deleting the last character in the text box, and retyping it, it seemed to properly fix the issue.
  4. Close and re-open NMM and check the options to make sure the Skyrim folder is still set to the one you created; otherwise you risk breaking your real Skyrim folder.
  5. Click on the mods tab and click the blue "add a mod from file" button and select the mod you downloaded earlier.
  6. Activate it and install as normal.
  7. Once done close NMM and go to the skyrim>data folder you created and the files you installed should be there with the skyrim.esm
  8. Add all but the skyrim.esm to a zip file and save it somewhere safe.
  9. Re-open NMM and deactivate the mod and click the x button to remove it this should put the folders back to how they where in step 2 ready for reuse.
    • DON'T FORGET THIS AS IT WILL CAUSE PROBLEMS LATER IF YOU INTEND TO REUSE THE METHOD!
  10. In MO click the "install mod" button and select the zip file we created in step 8. This will install the mod.

This may be done again for other mods by starting from step 4 (as long as you deactivate in step 9 every time) and may be repeated for as many mods as needed.

REMEMBER, THE ABOVE IS NOT WELL TESTED. USE AT YOUR OWN RISK AND BACKUP YOUR REAL SKYRIM DIRECTORY FIRST.

Installing specific Fallout 3 and Fallout New Vegas mods with FOMM

There are a lot of questions about MO with the fallout series of games and the use of Fallout Mod Manager with MO. I hope this post will shed some light on this subject.

Yes you can use MO to manage mods in the fallout series of games. There are a couple of caveats though.

The first caveat is that MO has mod isolation and mods that need to see other mods that are installed will not see them. The second caveat is a lot of the mods for Fallout use the fomod format for install and will not install under MO. Some reasons are that the mods are not packaged properly and some have poorly written scripts which will terminate abruptly.

These issues can be mitigated by using Fallout Mod Manager, FOMM, as an executable from inside of MO.

Download the FOMM installer from its page on the New Vegas Nexus and follow the instructions in the install wizard.

After it is installed in Windows, start MO and add it to the executables from the “Pick a program to run” drop down to the left of the Run button. Select the “Edit option to open the “Modify Executables” dialog.

In the “Modify Dialog” window, give the executable a name by clicking in the title box. Next click the button with the three dots in the “Binary” section and navigate to where you installed FOMM. In that directory click on fomm.exe and click open / OK. This will bring you back to the modify executables dialog. In that window click the Add button and then click OK.

Next you want to run FOMM for the first time. Select FOMM from the drop down to select it and press the Run button to start FOMM. Select the game to manage in the game selection window. I will use Fallout New Vegas as an example.

In the Fallout New Vegas setup window you will have two options, one is the location of the mod directory and the other is for the Install info. I suggest you change these as they will interfere with the Nexus Mod Manager if you ever wish to use that at a later time. You can set them to any folder that you like. I use a folder on my HDD that is called FOMM storage with two directories inside of that called Install info and Mods. When you are set click the Finish button.

FOMM may pop up a dialog telling you that “Fallout.ini” is read only. Tell it to make it not read only and to remember your selection. FOMM will now open the main window.

In the main window click on the Settings button to open the settings option. In the general tab remove all checks from the different options. None of that is needed. Go to the Fallout New Vegas tab and make sure the directories you set up earlier are correct. Click Ok when done.

Back in the main window you should see FalloutNV.esm and any DLC files and mods that you have installed. FOMM is working properly. You are now ready to install those problem mods. Click on the package manager button to start the process. You will get a few popups before the package manager opens, I just select No to the questions.

Before you begin installing mods through FOMM, I would start with a clean overwrite folder and install mods in MO first when possible. If the mod will not install because of a scripting error or being improperly formatted, then use FOMM. If the mod does not rely on Unified HUD or need to see any other mod you can package it up as a mod with the “Create mod” option in MO, this will clean out the overwrite folder, or go to the overwrite directory in Windows explorer and zip it up and install it by the “Install mod from archive” button. You will have to delete the files afterwards.

Some additional thoughts to keep in mind. Install all mods in MO when you can. This will give you the most flexible option for mod conflicts in the left pane. Remember the vanilla data folder is overwritten by the MO virtual data folder and the overwrite folder always overwrites both of them.

Save all mods that rely on Unified HUD until last and install them with FOMM. These mods will be written to the overwrite folder in one big mod, which will allow Unified HUD to see the Hud menu xml files.

There is a growing debate as to leaving files in the overwrite folder or not. In this case I would leave them there. If I remember correctly FOMM throws a fit if they are moved out of the overwrite folder the next time it is run after the files are moved. This will prevent you from deactivating or removing any mods from the package manager. You have to either move them all back or hunt down the configuration flies and delete them to start all over.

More information can be found [http://forum.step-project.com/showthread.php?tid=3578 here

Updating mods

Checking for updates is accomplished by right-clicking within the Left Pane and selecting 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 MO 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 tab).

Enabling and prioritizing mods

Enable mods by checking the box next to them, disable by unchecking = easy. Can also enable all or disable all

  • Enabled mods are specific to each profile

You prioritize mods in the left pane by either:

  • dragging and dropping mods in the order you want
  • right clicking and choosing "Set Priority" to min, max or a numbered priority

MO builds the virtual data directory based on the mod priority in the left pane

  • This means higher priority mods (higher numbers) override lower priority mods where there is a conflict
  • Conflicts are often mainly texture mods and non-game files (e.g. readme, fomod directories etc if you installed these and they have the same name)

Conflicts can be seen in the right pane "Data" tab

  • This shows the virtual data directory, and you can click "show only conflicts" at the bottom
  • This shows which mod has priority and if you hover your mouse over a conflict then it shows which mods are causing the conflict
  • Multi-select (ctrl+click and shift+click) does not work in this pane - it is on the MO feature list for a later version (issue #21)
  • Priority order is specific to each profile

Enabling and prioritizing ESPs

Enable & disable ESPs in right pane on the "ESP" tab by checking and unchecking

Prioritize as for mods by dragging and dropping

  • Higher priority is loaded later and overrides lower priority
  • No multi-select yet in this pane but it is likely to be in future release (issue #21)
  • Click "Save" to keep your changed priorities!!
  • Automate this by using BOSS
    • See 7 below on how to install BOSS in MO
    • Run BOSS at top right and it will automatically prioritizes the ESPs based on BOSS team's views on load order which comes from community consensus

Conflict resolution

Let's say you have multiple mods, such as texture replacers, that replace the same texture (Iron Sword for the sake of the argument). You start up your game but find that the texture for Iron Sword is not the one you want. Typically, you would load the plugin (.esp file) for the texture mod you want - let's call it Mod A - after the plugin for the texture mod you don't - Mod B - and the problem should resolve itself.

What if Mod A or Mod B doesn't have a plugin that you could reorder? What if neither do? How do you tell Mod Organizer (MO) to prioritise Mod A over Mod B?


Solution:

The first thing you need to do is ensure which mod is taking priority over Mod A's textures.

1. Open Mod Organizer, and on the left hand pane, look for Mod A. You should see a lightning symbol with a plus and/or minus symbol, under a column titled "Flags". The plus symbol means that Mod A is taking priority over other mods, the minus symbol means that other mods are taking priority over Mod A. For our example, Mod A should have a minus symbol, and Mod B should have a plus symbol.

[Note: If you hover the mouse pointer over the lighting symbol, the UI will show a tooltip stating one of three things: "Overwrites files" for the plus symbol, "Overwritten files" for the minus symbol and, "Overwrites and Overwritten" for both. Mod Organizer doesn't actually overwrite any files, hence Mod Organizer needs to set priorities for the mods you use, and decides which files from which mods to use.]

2. Double left click on the symbol for Mod A, and you will see a window pup up.

3. Click on the conflicts tab. You will see two windows. The window on top ("The following conflicted files are provided by this mod") lists the files that MO uses from this mod over others. The window at the bottom ("The following conflicted files are provided by other mods") are the files that MO uses from other mods that replace the files from this one. In our example, you would see the texture file for Iron Sword from Mod B in the bottom window.

4. Close the window.

5. On the left hand pane, there should be a column titled "Priority". What you want is for Mod A to have a higher priority than Mod B. Note that the higher the number, the higher the priority.

6. Click on a mod to select it, then Single left click on the number in the priority column for Mod A and you will be able to change the number. Set the number of Mod A higher than that of Mod B. So, for example, if Mod B had a number 10, then you need to set Mod A to 11 or higher. Don't worry if there's already a mod with a priority of 11, MO will automatically update the priority numbers accordingly.

7. Click the refresh button on the left pane (small button to the right of the Profile drop down menu), to refresh the list. The changes should then be apparent.

8. Repeat step 2 and 3, and check that the texture file for Mod B does not appear in the window below.

9. Do the same for Mod B, and check that the texture file from Mod A appears in the window below.

That's it, you should be ready to go. Start up your game and check that the correct texture file got loaded.

Alternative ways to change the priority of a mod

Click the priority field for a mod and then press F2. Note this works for every field except for the 'installation' field. Changing the priority for a mod is also possible by drag&drop. Select a mod and drag&drop it to the correct position. This also works when you have selected multiple mods using the standard windows ctrl and shift multi select feature.

File conflicts

In the example Mod A now has a higher priority then Mod B. What if there are a few textures in Mod B you prefer over the textures in Mod A. Two solutions:

  1. Remove some textures in Mod A so that those in Mod B are now used.
  2. Hide some textures in Mod A so that those in Mod B are now used.

(1) means the textures are deleted from the real filing system.
(2) means the textures are only removed in the virtual filing sytem.
When starting Skyrim in both case the effect is the same.

Deleting or Hiding a file is done by double clicking a mod or alternatively selecting it, right click and then select 'Information'. Now go to the FileTree tab, select the textures or whatever other asset (ie mesh), right click and either select 'delete' or 'hide'. If you hide a file its gets an extra extension of ".mohidden". Atm its not possible with the MO UI to find those back. A simple work around exists. Start windows explorer and go to the <Mod Organizer>/mods directory and search for a files with a .mohidden extension. If you want to unhide a file just remove the extension. An enhancement request exists for it, its #346.

BSA priorities

BSA files are archives that contain assets like textures, meshes, sounds, 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), BSAs are always overridden. Therefore, if you wanted to use files from a BSA over files from a mod that came as "loose" files, you'd have to figure out and delete the correct files manually.

With MO, assuming all archives are "checked", the BSAs are treated exactly as if they were loose files. That means the priority depends solely on the mod order (that's the left pane in MO!) and NOT on the esp order. This is imho a neat feature because it lets you ignore BSA ordering completely. To understand BSA ordering under MO all you have to do is FORGET that they are supposed to be special. You sort your mods on the left pane so you get the assets you want, you sort the right pane according to boss for maximum compatibility. End of story, it doesn't matter how they are packaged.

Some mods don't like this mechanism. The difficulty with some mods (Unofficial Patches in particular) arises because the mod has dependencies that the author fails to document properly. USKP introduces an incompatibility with other mods (in particularly dragon soul related). Its recommendation is that other Mod Authors change their mods.

This challenge has been acknowledged by Tannin and is being worked on. For details see Feature request #450 - Flag when load order contradicts priority order


ESP conflicts

What Is Overwrite?

In Mod Organizer, in the Left Pane, if you sort by Priority ascending, at the very bottom of your mods, you will see Overwrite in italics. Double-clicking will show you the contents. This is the Overwrite directory, AKA Overwrite mod. It is always the last thing priority-wise, so anything conflicting inside it will overwrite any of your 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.

Overview

Working correctly

Every change to a mod requires using Overwrite folder it is Mod Organizer's temporary working folder and when the current changes are complete Overwrite is Empty !!! Mod Folder is Updated !!! User Sees Nothing it's All Automated !!!

How this is done

It uses Windows Move Folder function which gives “Move From” and “Move To” data for Mod Organizer to know where the Overwrite Data is from.

Not working correctly

All examples I know of are Mod Organizer working correctly as it's designed to do !!!

The main reason for data being left in the Overwrite folder is Third Party Programs using Copy and Delete Folder rather than Move Folder.[1] Generally considered good practice so copy can be verified before deletion but for Mod Organizer this is a problem because No “Move From” Folder data is available using Copy and Delete. The Third Party Program deletes the “From” Folder and Mod Organizer has no idea where it comes from

So it Warns User that the Data is still in Overwrite folder to enable manual moving of Mod Files Leaving them in the Overwrite folder is Not Recommended because anything in Overwrite Has Precedance

The meaning of overwrite has precedance

This is a term Tannin used for a feature that only Mod Organizer has, all other Mod Managers have two main Orders that define Mod Priorities Load Order which is what BOSS (Bethesda Order Sorting Software In my opinion a much better name than Better Oblivion Sorting Software) Sorts. This is the same for all Mod Managers including Mod Organizer. Install Order which is the order mods are installed in the Mod Manager, Uniquely this Does Not Apply to Mod Organizer. Mod Organizer has the ability to change this Precedence or Priority override this is what is commonly called a Mod Conflict where whatever is installed last wins the conflict (you can change this with other managers but only when installing the Mod) with Mod Organizer this is easily changed by using Drag and Drop in your Profile and is indicated by the Priority Column Number with highest number winning the conflict and the Overwrite Folder is automatically always the highest Priority Column Number.


Various Tannin's posts saying same things (My emphasis of point)

   Tannin Wrote
   Tannin42, on 20 Nov 2012 - 11:45 AM,said:
   @Apprentice Harper: The files aren't moved, that's pretty much the problem why MO behaves oddly.
       TES5Edit and the CK {a} create a new temporary file then {b} delete the original and then {c} rename the temporary to the original name.
       An external application like MO or Directory Monitor would have to have a memory so that it can recognize in step {c} that the new filename is the same as the file deleted in {b} and then guess that the intend was for the file from {a} to replace the one from {b}.
       The guessing part in particular is why I shy away from such a solution.
Tannin has posted some new information about this
Tannin42, on 30 Sept 2013 - 5:22 PM, said:
In response to post My Post of First Tannin Quote on Mod Organizer's Nexus Forum
The mechanism (memory + guess) I mentioned in that post has been implemented in the meantime so if you edit an ESP in TES5Edit and save it gets saved to its original location and not to overwrite (as of 1.0.2 or something).
This works for TES5Edit and probably for the CK, but not for FNIS for example because there step {a} and {c} are done by one process and {b} is done by another so the memory of the deletion {b} is not available during rename {c}.
I know this doesn't provide a very consistent behaviour, I'd love to make it all perfectly intuitive but - well - reality is a *censored*.


   Tannin42, on 21 Dec 2012 - 08:12 AM, said:
       @ess_tachyon: Yes, the overwrite issue should be fixed.
       Regarding files being moved to overwrite: 0.12.x includes a small workaround that I hope will fix this inconvenience. Basically if a file gets deleted and within a few seconds a new file with exactly the same name is created it will be placed in the mod where the file got deleted.
       This way, if you edit an esp in the creation kit or tesvedit, the esp should no longer be moved.
       Of course this doesn't affect files that you already have in your overwrite, those have to be moved to the correct location manually.


   Tannin42, on 10 Jan 2013 - 07:11 AM, said:
       @zodden: Yes, bashed batches are supposed to go to the overwrite-folder. There may be a bug in the current version where they go to the actual data directory, I'll investigate that.
       Regarding skse: If you place the skse scripts in the overwrite folder you have to make sure to update them when you update skse, otherwise "interesting" things might happen.
       Also, doing this will prevent any mods from overwriting skse scripts. I assume this is your intend but just keep that in mind if a mod related to skse doesn't work as intended.


   Tannin42, on 03 Feb 2013 - 10:37 AM, said:
       @mikegray: My suggestion would be to create a separete mod for each profile and move all the stuff that differs between profiles (bashed patch, the generated fnis files, skyproc stuff) to those. The Overwrite-mod was never intended to be permanent place for files, stuff that ends in overwrite should be moved back to a mod, unfortunately I haven't come up with a good UI for that yet.


   Tannin42, on 04 Feb 2013 - 08:42 AM, said:
       @X-buZZ: MO doesn't delete files, "Optimizer Textures" does! What the tool does is create a new compressed texture with a temporary filename, then delete the original texture, then rename the temporary file to the old name. MO has to reroute the temporary file to overwrite because it can't determine which mod it belongs to. When the temporary is renamed in the last step it remains in overwrite.
       MO can only manipulate individual file operations. A lot of things that appear to be one action to the user (like overwrite a file with another) actually end up being multiple ops and MO doesn't know the context in which they happen. Here its (1) create -> (2) delete -> (3) rename. MO acts on each individually. If MO could foresee the future it could now in step (2) that another file will take the place of the original in (3) and thus suppress the deletion to achieve what you suggest. But it can't, so it doesn't.


   and Lastly on Mod Organizer Bug Genie Commenting on Closed Feature request #383  -  Local Overwrite Folder
   Tannin42, on 16 Sep 2013 - 09:03 PM, said:
       This has been proposed before in Enhancement 202 - Profile-specific overwrite and I have to reject this, but there is a suggested way to handle this: The overwrite folder should always be empty (hence the warning icon if it isn't). Starting from an empty overwrite, generate your files for the current profile, then move everything from overwrite to a new mod like "generatedstuff_profile_default". Enable it only in that profile -> tadaa, your profile-local overwrite folder.


The Bashed Patch is In Overwrite to enable user to Create Mods for each Profile even though You can't use like other Mods Its easier than making new ones, this applies for FNIS and SkyProc Mods. The user must manually organize Profile specific versions Until such time as a better method is found these advanced features will cause the same problems for all multi-profile Mod Managers

Just to repeat

When Overwrite warning is received move the files immediately back to original location that's why the warning is given

Overwrite will stay empty for next use and Mods will have the correct Precedence not be last because they were left in Overwrite


There is new functionality but the facts above are not altered by this Drag and Drop is what it says Create Mods from Overwrite Folder this is I assume for Bashed Patch mainly. If the files are already from a existing mod they should be moved back to that mod (FNIS for example) which is the Sync to Mods function I think

These functions just make it easier for users by automating these processes but being new features they have not been fully documented yet.

Hope this makes Overwrite folder less of a mystery, it is only used when required and most of the time you will not even see anything left in Overwrite folder, but when you do it is a because Mod Organizer either does not know where it's from or you need to choose where to put it.

Overwrite strategies

There isn't a (local) overwrite directory for each profile. There is a global overwrite directory. Tannin has for various reasons decided against a local overwrite directory. For more details see Feature request #447. You must be logged in to see the comment by Tannin.

There are however multiple strategies to handle this. For more information see the Nexus MO forum. BarbasTheDog has discussed this feature on 13:46, 16 Sep 2013. The last response was 9:34, 17 Sep 2013.

Strategies are suggested by GSDFan, Raygereio , Tannin and Wolverine2710.
Personally I (wolverine2710) like the suggestion by GSDFan, although technically you aren't using profiles any longer.

Info-Logo.png       Notice:At a later stage these strategies will be placed here in a restructured/condensed form.

Advanced

For a discussion of more advanced topics related to Mod Organizer, please see Guide:Mod Organizer Advanced.

Adjusting Steam App ID

MO fills in the SteamAppID based on the managed game:

  • Skyrim: 72850
  • Fallout NV: 22380
  • Fallout 3: 22300
  • Oblivion: 22330

For Oblivion this is the App ID of the GotY (Game of the Year) version because the regular version wasn't released on steam. For all others it's the regular version. Now Skyrim Legendary doesn't have its own App ID, its marked as a sub-release of regular Skyrim. For New Vegas Ultimate I'm not sure, the App ID appears to be 2028016 but it's way different from the other ID's and I've yet to hear of any problems running New Vegas from MO so this may also be some kind of sub-release.

The Fallout 3 GotY has the App ID 22370. A user reported that his FO3 game kept crashing. Tannin advised to change it into 22370 and after that it worked for that user.

For the skyrim creation kit the App ID is 202480

Note.: It's relatively easy to find these ID's of the installed version: from steam, right click on a game -> properties -> create desktop shortcut. On the desktop: right click the shortcut -> properties. The URL field says something like steam://rungameid/202480 That's the ID in question (here: creation kit)

Mod list separators in the left pane

In the current version of MO it is not possible to create with the MO UI separators like horizontal lines or separators which look like "----------- STEP 2.2.7 Section 3.A. Technical Tips ------------". There is a ticket for it though in the issue tracker. Its Enhancement Request #422.

There is a valid workaround however. Due to MO's mod isolation feature a 'mod' is nothing more then a directory in the <MO>/mods directory. For details see the Advanced tab section "The virtual filing system". Upon starting MO or hitting the refresh button in the left pane of MO, it (re)reads this directory and detects all mods. You can take advantage of that.

  1. Create a new directory with the desired name in the <MO>/mods directory.
  2. Create a new directory with the desired name in the <MO>mods directory AND create an empty 'textures' directory inside it.

Start MO or hit the refresh button when MO is already started and now you have you have a separator with the chosen name in the left pane.

Note in case of (1) you will get a red warning icon and as warning 'no valid game data'. To correct this, select the separator 'mod', right click and select 'ignore missing data'. The warning will now disappear. In fact, MO has creates an empty textures directory in the mod. The same as was explained in (2).

Q: Why is my Skyrim Data Folder [ …\Steam\SteamApps\Common\Skyrim\Data\ ] empty? Where are my Mods?

A: Mod Organizer installs each Mod into its own folder. The default location is [ …\Mod Organizer\Mods\ ] Only Bethesda Files, Skyrim, Dawnguard, Hearthfire, Dragonborn, High Resolution Texture Pack and Creation Kit are in [ …\Steam\SteamApps\Common\Skyrim\Data\ ] Mod Organizer creates a Virtual Data Folder which combines both the normal Skyrim Data Folder [ …\Steam\SteamApps\Common\Skyrim\Data\ ] with all Mods in Mod Organizer's Mods Folder [ …\Mod Organizer\Mods\ ] that are currently activated in Mod Organizer. It is the main feature of Mod Organizer and keeps your Skyrim Data Folder [ …\Steam\SteamApps\Common\Skyrim\Data\ ] pristine and untouched!

Q: I installed a mod and it's not working!

A: How do you know it's not working? The only reliable indicator is the game! The Skyrim launcher does not show mods installed through MO. The data directory does not contain new files. After installing a mod, start the game and see if the mod did what it said. If you did and the mod is really not working, please verify that the directory structure is correct. Many mods are not packaged for easy installation so you may have to shift files around (either during installation or after).

Q: How do I find out if MO is working?

A: Install a mod with a visible impact! Also, check that modorganizer.log gets created

  • Look into the modorganizer.txt that is created in your game folder. It should list all mods it loaded on startup of the game. If your mod appears there, it should work. For an alternative see 'Q: How to see MO's virtual filing system (VFS) in action'.

Q: How to see MO's virtual filing system (VFS) in action

Use Free Commander or any other suitable windows file manager. For details see 'Free Commander' in the Third Party Programs tab.

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. Use "Proxy DLL" only as a last resort. Also, keep in mind that when using "proxy DLL" you have to start MO at least once after every game update! Oblivion works best with the Script Extender load mechanism works. Skyrim works best with the Mod Organizer load mechanism.

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:

  1. First, deactivate proxy-dll loading in MO then close it.
  2. See what size the steam_api.dll in your Skyrim folder has. If it's around 116 kb, delete steam_api_orig.dll
  3. If steam_api.dll is ~11kb, you delete steam_api.dll instead. Then you rename steam_api_orig.dll to steam_api.dll
  4. In both cases you end up with a steam_api.dll that is around 116 kb and no other file called steam_api
  5. Now start MO again and re-activate "proxy-dll"

Q: Can I install SKSE or SKSE scripts via MO?

A: You cannot install SKSE as a mod via MO as then SKSE scripts will not load. You can install SKSE scripts as a mod in MO.

Q: Can I install ScriptDragon and its scripts via MO?

A: You cannot install ScriptDragon as a mod via MO as it is a no go at the moment. You may be able to install ScriptDragon scripts as a mod in MO if they go into the data directory or data\asi directory

Q: Can I install ENB mods or its assets via MO?

A: You cannot install ENB as a mod via MO. If an ENB has additonal assets like Shaders and Textures you can install those as a mod in MO.

Q: Can I install SweetFX Shader Suite mods or its assets via MO?

A: You cannot install SweetFX Shader Suite as a mod via MO. Unknown to me but if there are sweetFX based mods which have additonal assets like Shaders and Textures you can install those as a mod in MO.

Q: Can I install FXAA Post Process Injector or its assets via MO?

A: You cannot install FXAA Post Process Injector as a mod via MO. Unknown to me but if there are FXAA Post Process Injector based mods which have additonal assets like Shaders and Textures you can install those as a mod in MO.

Q: Can MO automatically check for mod updates?

A: MO does not automatically check for updates, as the author does not want to cause unnecessary spam to the Nexus. However, you can right-click the mod list and select Check all for update. This will check all mods for the newest version and mark those in red that have an update available.

Q: Why is the endorsement flag not set after I install a mod?

A: For technical reasons the plugin(s) which install a mod can't set that flag. Go to the left pane of MO, right click and select 'check all for updates'. This will also set the endorsement flag.

Q: I set Mod Organizer to automatically extract BSAs, and now I want to change this. How do I reset this setting?

A: Go to the Settings menu by clicking the wrench icon in the toolbar. Click Reset Dialogs and click yes at the prompt.

Q: I want to uninstall MO, what do I do?

A: First, inside MO, go to settings and select "Mod Organizer" for the load mechanism. Close MO and then just stop using it. You can delete the ModOrganizer directory if you're sure you need nothing from it anymore (like mod archives). Beyond that, no uninstallation is necessary. MO does not write to the registry or into any directory besides its own.
Note: The NXM association is still active, see 'Uninstalling MO and fixing NXM association in Windows' in the advanced tab how to correct that.

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.

  • Use the bug reporting mechanism on this site: Issues List and click on "Report an Issue" at top of page and select "Bug report"

Q: I want to ask for a new feature or enhancement, please

A: Use the feature request mechanism on this site: Issues List and click on "Report an Issue" at top of page and select "Feature request"

Q: How can I contact the Author of MO?

A: If you want to contact me, please use the Forum or send an eMail to sherb at gmx.net

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Consider endorsing and thanking Deathneko11 on the Nexus for creating and maintaining these video tutorials.

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