How To Move Mods From Nmm To Mo
If I keep fallout and skyrim on the SSD but the mods on a standard. Easiest way is to move the files to wherever, load MO and select Settings.
PreparationThis video is the second in the Mod Organizer series. Most information from video one will not be repeated here and will assume that you have viewed it, which I suggest you do if you haven’t. For the confident and learned, let’s get into it.Mod DirectoriesHere we will prep to free up space on the game drive for those who can afford to.Before we begin know that mods require a lot of storage, mods are downloaded as archives and Mod Organizer stores archives to a Downloads folder. All mods stored here are displayed on the interface via the Downloads tab. Once we elect to install a mod, whether from the Downloads tab or the Toolbar’s Archive option, the archives contents are unpacked into M.O.’s Mods folder, which are then displayed in the left pane for us to make use of. This leaves us with two versions of the same mod doubling our storage requirements.
While I recommend leaving the Mods folder in it’s default location to assure the fastest read speeds, I also recommend to move the Downloads folder to a separate storage drive to save space.Those with a storage drive:select the Settings Icon. Within the General Tab activate the Advanced check-box. To the right of Download Directory select the ellipses. Navigate to your storage drive and in a folder of your choosing establish the new Download Directory location. Select Folder when you are finished.You can also move the Web Cache Directory if desired. It won’t save a lot of space but it will also not hurt to move it. Just be sure to leave the Mod Directory where it is unless you have sound reasons to do otherwise.Downloading ModsHere we will cover the various ways to download mods from Nexumods.com and the Steam Workshop as well as the basic installation steps for each.
The different pop-up windows during installation will be covered in the following section.-Nexusmods.com. DOWNLOAD WITH MANAGER: Each mod on Nexus has a Files section, which is where mods are downloaded from.
The DOWNLOAD WITH MANAGER option, if setup properly in the previous video, will download the mod to M.O.’s Downloads folder. The archive will then be displayed in the Downloads Tab, which you can double-click to install the mod. Once installed the mod will appear at the bottom of the left pane where you can activate it by ticking the check-box and then drag its position anywhere that you like within your Asset Load Order. Load Order will be covered a bit later.
download manually: This option is not only helpful for some but necessary if Mod Organizer and Nexus are having issues linking to each other. Selecting download manually will download the mods archive to your systems default download location. From here we have two choices:. Option 1: Leave the archive where it is. From M.O.’s Toolbar select the Archive option. From the explorer navigate to the mod. Double-click it.
One of M.O.’s various install options windows will open. Install the mod accordingly. I prefer to not use this method as it’s easy to lose track of the archive and or accidently delete it. Option 2: The prefered manual method. Navigate to where the archive was downloaded to. In a second window navigate to Mod Organizer’s Downloads directory. The default location being in the Mod Organizer folder.
Open the Downloads folder. Drag the mod archive in question into it. The archive will now appear in the Downloads Tab just as if you used the DOWNLOAD WITH MANAGER option. This option can be applied to any mod archive on your system and not just those downloaded from Nexus. Downloads Tab Note: If you delete a mod from the Downloads Tab the mod will also be deleted from the Downloads folder and in turn from your system.
Deleting mod archives is not advised because many mods, at some point, may no longer exist online, may have had older versions of themselves remove that you need to make your current load order work or that you simply prefered and the list goes on. Delete mods with caution or if you can help it, don’t delete them at all unless you are sure that you will never want them again.-Steam Workshop. Process. From the Steam application. Expand COMMUNITY. Select Workshop.
Search your game. Currently Skyrim is the only 32bit Bethesda game with a Workshop. Once you come across a mod that you want to install, to do so, you have to Subscribe to it. Once subscribed to a mod RUN the Launcher from within Mod Organizer. Wait for a synchronization message to appear at the bottom of the menu. Let it complete it’s process.
Once complete Exit the launcher. Scroll to the bottom of the left pane. Open the Overwrite folder.
Notice that the Steam files are now located here instead of in the game’s Data folder as would be the case if you opened the launcher outside of M.O. Close Overwrite. Right-click Overwrite. Select Create Mod.
Name the mod anything that you wish, preferably the mods official name so that you know what it is. The mod will appear in the left pane. Activate the check-box and the mod is installed.
But we have one more step. In the right pane open the Archives tab. Scroll down to see if the activated mod is present. If you find it, assure that the.bsa checkbox for it is activated. Without doing so the mod may not work as intended. Issues.
Issue 1: Launching the Launcher from within M.O. Disables all of my activate plugins. Right-click in the plugins window. Select Enable All. Issue 2: If you RUN the Launcher after a Steam mod has been updated the new files will automatically download whether you want them to, or expect them to, or not. If the Steam mod is activated when the launcher is RUN, without warning, it will auto-update all it’s files, deleting the old ones, which can cause all sorts of issues in a current playthrough.
If the Steam mod is not activated the updated version of the mod will be placed in the Overwrite folder. In this scenario, even though the old files will still exist, issues can still arise.What you need to now know about the Overwrite folder is that everything inside of it is always activated at all times and because Overwrite acts as a mod that always has highest priority it will overwrite all matching files in your load order.To avoid this, after you install a mod from Steam, unsubscribe from it so that it cannot auto-update.
Doing this may not be appreciated by the mods author but it’s the only guaranteed way to protect your save file and load order.Installation Pop-upsDifferent mods and different download methods cause various windows to pop-up during installation. Here we will cover what the windows mean and what to do in each situation. Quick Install: this window opens when installing a mod for the first time that appears to be properly packaged for installation. Cancel: will cancel the installation. OK: is generally what you want to choose. This allows Mod Organizer to seamlessly install the mod. Manual: allows you additional installation options.
Generally used if you are aware that a mod is packaged improperly; a folder is missing or a file is out of place in the mod structure. The window that you are presented with represents the archives contents exactly how the author packaged them. From here:.
You can organize files and folders the same way that you would in windows explorer, by expanding the arrows then dragging and dropping items. If you deactivate a checkbox, none of the files or folders within it will be installed. Useful is a mod is packaged with multiple options. If you receive an error message No game data on top level, right click the Data folder with the checkbox next to it and select Set data directory.
The error message should change to a Looks good message. The other right-click options allow you to undo the set directory and to create a new directory, or rather, a new folder to organize things into by dragging and dropping items. At any point, select OK to install the mod or Cancel to cancel installation. Improperly Packaged Mods: If installing a mod that M.O. Detects as being packaged improperly the Install Mods window will appear.
This is the same window that opens when selecting the Manual option from the Quick Install window. With these mods you will notice the No game data on top level message. As previously mentioned right click the Data folder, the one with the checkbox, and select Set data directory. The error message should change to a Looks good message.
If it doesn’t change continue right-clicking the top option in each new window selecting Set data directory until it does. Select OK to install. Mod Pages w/ Multiple Mods & Updates: some mod pages have multiple archives that can be installed. These could hotfixes, optional file sizes, so on. Also, many mods have updates over time. The important thing to note about this situation is that you have already installed your first mod from a particular page and now you want to download and install another from it. When installing additional files from the same mod page you have a few options.
At the Quick Install window select OK. The Mod Exists window will open. From here you can:.
Merge: which is generally what I would suggest to do. This will add all of the contents of the archive being installed to the other mod from the same page that already exists, merging the two mods together as one.
If any files are duplicates, generally updates, the files being installed will overwrite the old ones. This also leaves any personal changes that you have made to the mod intact. Think of this as an addition to the mod that already exists. Replace: generally not recommended unless you have a sound reason to use it. This option will completely delete all files and changes made to the original mod and replace them with only the new archives contents. Think of this as a clean wipe and install of the mod. Rename: Will allow you to rename the archive that you are currently installing, which will create two separate mods in the left pane for your to prioritize.
Cancel: will simply cancel installation. FOmod Installers: Some mods come with Installer windows to allow you to manually choose options and customize the mod to your liking. Generally these installers work no differently in Mod Organizer than they do in any other Mod Manager. Make your choices and install the mod as normal.Load OrderLoad Order generally refers to the order in which plugins are loaded into the game. Mod Organizer not only manages load order for plugins but also for asset files.
We aren’t going to cover general modding load order principles, there are other guides for that, but rather specifics that pertain exclusively to Mod Organizer. Plugin Load Order: The plugin load order is displayed in the right pane within the Plugins tab.
In general, M.O.’s Plugin Load order works just like any other mod manager. Load Order determines the order in which mods are installed to the game of which those loaded last have priority meaning if multiple plugins affect the same files or game processes those with a higher priority will overwrite conflicting plugins with lower priority. You can drag and drop items to arrange them. You can right click in the plugins tab to enable all visible plugins, disable all or lock individual plugins in place so that it cannot be moved. The game’s official plugins, not the DLC, should always remain in the game’s Data folder. Mod Organizer will give them lowest priority as it should and they will be greyed out so that you cannot move them. At the top of the Plugins window you will notice a Sort button.
This will access an internal LOOT master list to sort your mods from. However, the list is generally outdated and you should instead run the LOOT application itself. Asset Load Order: This is where things are different. Unlike other mod managers of it’s time, Mod Organizer allows you to arrange a mods assets in the left pane just as you would do for plugins in the right pane.
This allows asset files with higher priority to overwrite ones with lower priority but without replacing them as other mod managers would do. This means that you can arrange plugins in one order but then arrange asset files differently to assure that the textures, meshes and other files that you want to appear in game do so. It also allows you the ability to test the textures out in game without having to reinstall them each time. Either move their priority, or deactivate the checkbox without moving their priority and after testing reactivate it.2b. Overwrite: One of the most useful, unusual and troublesome features of the Asset Load Order is the Overwrite. Some call it the Overwrite Mod because it does in fact act like a mod. It has the highest priority of all mods that are installed and acts as such.
Others call it the Overwrite Folder because it also acts as an import/dumping folder for all applications that are RUN through M.O. To not confuse anyone we are going to call it the Overwrite Mod Folder and will only touch upon it briefly.If you run a program through Mod Organizer, such as Wryebash to create a Bashed Patch, xEdit to create a Merged Patch, the Creation Kit to create a new mod or mod itself that requires a patch to be created for it such as DynDOLOD, FNIS, xEditLODGen and others once each process has been completed, the output of the application RUN through M.O.
Will appear in the Overwrite Mod Folder. You will then have to right-click Overwrite, as done previously, select Create New Mod and continue on. You can also open Overwrite and drag and drop any file inside of it to a mod that already exists in the Assets Load Order window.I will cover third party applications in depth later on in this series.
For now, with all of the given information, know that it is important to keep the Overwrite Mod Folder empty at all times so to not unintentionally overwrite other files in your load order and to not accidently delete something in overwrite that a current save files needs to function. Always Create New Mod or drag and drop the files to an already existing mod as shown. If there is anything in the Overwrite Mod Folder the Warning, Yield Icon, at the top right of the interface will light up. Selecting it will present you with a Problems window informing you that There are files in your overwrite mod.ArchivesThe Archives Tab is important to keep up with. If a mod contains a.bsa file, a Bethesda Archive that contains all of the mods asset files, it will be placed here under the mods name. Have MO manage archives: When this checkbox is activated, all of the.bsa’s will be treated as loose files.
This means that their Load Order priority will depend on the Asset Load Order pane and not the Plugin Load Order pane. If you deactivate the checkbox then.bsa’s will depend on Plugin Load Order, any any mods that require dummy.esp’s to function will have to be activated, taking needless plugin slots away from you. The only time that I would suggest to deactivate this checkbox is when running patch generators from mods that inform you to do so and then reactivating the checkbox after the patch has been made. LODGen mods usually need you to temporarily deactivate this. Invalidation.bsa: during the Installation & Setup video we activated Archive Invalidation for each game.
Mod Organizer 2
The invalidation.bsa corresponds with what we did there. Assure that the Invalidation.bsa is both activated and holding the highest spot in the window otherwise many mods may not function properly if at all.
Other than that, be sure to activate every single checkbox in this window. Checkboxes that are not activated will leave the mods that they are under without their asset files, basically rendering the mod useless.Mod InformationThe Mod Information Window offers not only information about the mod but also provides some of the most useful features that M.O. Has to offer. To open the Information window, in the left pane, either double-click a mod or right-click the mod and select Information.
I recommend to anyone who is attempting to get the most out of M.O. To watch the entire section.Textfiles: In the left pane lists all text (.txt) files that are in this mods directory such as Read-Me’s. From the right pane you can read the selected document as well as add, remove and save any information that you care to type. Be sure to actually select Save.INI-Files: Lists every.ini file located in the mods directory.
This includes game.ini file tweaks as well as any script extender.ini files and the like. These tweaks will override your default.ini settings values but only when the mod is activated allowing for specific tweaks to only be implemented on a mod to mod basis. You can alter them in the right pane and then save the changes. You can also create your own by right-clicking in the Ini Tweaks window. You can even create multiple tweak files that you can switch on and off by activating the check-boxes next to them.Images: Display any image files that are packed with the mod.Optional ESPs: This tab offers the ability to hide or reveal and.esp or.esm files that are packed with the mod. This is beneficial for mods that contain many optional plugins that you may want to use one day but are currently deactivated taking up plugin space. It allows you to hide dummy plugins, as some mods come with.esp’s specifically to activate.bsa files, which M.O.
Nexus Mod Manager
I did find some sort of answer to this, but it left me feeling a little confused - basically, I've been using NMM for a while, and all my mods are on it. I was under the impression that you had to 'move' all your mods over to the MO. But when I downloaded MO. All my mods were there in the right toolbar? Are they in the MO? Do I still need to uninstall them from NMM?And for mods that include scripting and such - will it reset those things? Will house mods lose all the stuff I've put in them if I do this?
How To Move Mods From Nmm To Mo2
Will Settings in Convenient Horses change?This is just leaving me confused, and I'm beginning to regret getting the MO in the first place.Posts: 3454 Joined: Wed Aug 08, 2007 11:06 am.