Using Mod Organizer, is there any way to either merge profiles together to make a finished profile or perhaps install a list of mods? For example if I have a set of texture mods or UI mods that don't require FOMOD installation, is there any way to get Mod Organizer to go ahead and install a set of mods one after the other beyond simply combining all the data from the mods into a single folder? This would really help with re-creating stable Skyrim builds.
"Instanced" installs are where MO2, the actual programme, is used to manage multiple games, ie. instances, and the configuration files and folders are in %AppData%\local\Mod Organizer\. To create a new instance you select the icon at the far left of the toolbar and a dialogue will ask you to define which game it is for.
Thank you for the reply. I think I read that I should the instanced version if installing for multiple games and misunderstood that to be the option of installing multiple times (once per game). Now I see how that could be confusing.
Can you not remove mods from the left pane for just a single profile? I just finished installing STEP Extended, but decided I also wanted to install and test Skyrim Revisited: Legendary Edition. So, I made a new profile and started removing mods from the left pane in the new profile. I didn't realize until a little ways in that this was removing them from the completed STEP Extended profile too! :O_o:
Is there a way to remove mods from one profile without removing them from another, or do I need to have separate installations of the program? I know if you want to use Mod Organizer for both Skyrim and Fallout, or any other game that it supports, you need to have multiple installations of the program, which is easy enough to do. Is this the case for this situation as well? Furthermore, can I even have two installations of the Mod Organizer that handle the same game, or would that cause issues? It would make sense if it did, as they'd be installed in different locations, but grabbing mods from the same place and installing them for the same game. Although, they'd still have their own virtual directories, as they'd be installed in different locations...
Currently I've got categories set up within the Mod Organizer already. I created them as I went through the installation of STEP Extended. Before I started installing the mods in each category, I would create a dummy mod inside the Mod Organizer Mods directory using the category name. Inside each folder is a blank text document with the category name, zipped into an archive using, again, the category name. Then I activate that in the Mod Organizer so that I know which mods belong to which category.
This, however, I fear would be insufficient to handle the installation of two entirely different guides, i.e. STEP Extended vs Skyrim Revisited. I'd get confused as to which mods were which, especially because both guides share a number of the same mods, but with different installation options (files, plugins, etc). That's why I was planning to use two separate installations of the program after DoubleYou told me that it could be done.
I actually got the idea when making an Excel spreadsheet showing my entire list of desired mods, and where they can be found throughout STEP (Core, Extended, one or more of the Packs, etc). It gave me the idea of making dummy mods to use as category markers within the Mod Organizer. This way, when I start installing non-STEP mods, I can place them in the categories used within the STEP guide with extreme ease.
Could you elaborate on this, please? I'm interested to know how I would go about doing this. Currently I've got categories set up within the Mod Organizer already. I created them as I went through the installation of STEP Extended. Before I started installing the mods in each category, I would create a dummy mod inside the Mod Organizer Mods directory using the category name. Inside each folder is a blank text document with the category name, zipped into an archive using, again, the category name. Then I activate that in the Mod Organizer so that I know which mods belong to which category. Essentially, it looks something like this in the left pane of the Mod Organizer.
This, however, I fear would be insufficient to handle the installation of two entirely different guides, i.e. STEP Extended vs Skyrim Revisited. I'd get confused as to which mods were which, especially because both guides share a number of the same mods, but with different installation options (files, plugins, etc). That's why I was planning to use two separate installations of the program after DoubleYou told me that it could be done. But, if you're suggesting you know of a way to get this to work in a way that doesn't cause me any confusion, then I'm all for hearing it! Please; elaborate!
Oh, I know they're not. But they can be used as if they were.Take a look at this picture, posted in another topic of mine. He's created custom categories in the filter panel on the far left side, then grouped his mods into those newly created categories. Then he changed the option in the bottom drop-down menu to "Categories," and a bunch of expandable "groups" appear.I was thinking that by changing the category of a mod so that it fit into a certain category, or "group," you'd ultimately be changing the installation order, thus affecting mod priority. Aren't they supposed to be in the exact order of the STEP Guide?
That being said, I still think it would be nice to be able to remove mods from one profile without it being removed from every other profile it's associated with. I've currently got the Mod Organizer installed on my system twice, but in different locations. One is for STEP and the other is for SRLE, because the two use a multitude of the same mods, but with different versions, options, etc.
It would still be doable to use one installation of the program and use profiles to install both guides. When working with the SRLE Profile you would just disable the mods installed by STEP and install those used by SRLE. When you come to a mod that's already been installed, you would just change the name of it. For example, "SkyFalls and SkyMills" is already installed by your STEP Profile, so when you install it (with different optionals) for SRLE, rename it to "SkyFalls and SkyMills SRLE." Since the previous version is disabled in the SRLE Profile, there won't be any file conflicts between the two (they obviously share a lot of the same files; ESM, ESPs, meshes, etc).
Just wondering, before i go and mess up all my files, whether it is possible to hold multiple instances of the same game. Say rather than having different profiles where I'd have to go through my installed mods and untick the boxes for the mods i have, i could have a completely different folder and have the mods i want for that version of the game without interfering with mods i have installed on a different version. Allowing me to have two versions of the same game with different mods to launch with without having those corresponding and unwanted mods for that version appearing in my installed mods folder.
If you are running Mod Organizer 2 in instance mode, you can click the first button at the top left and select or create a new instance and you can have as many instances for as many games as you want. The disadvantage with Mod Organizer 2 in instance mode is that not all tools support it (notably Merge Plugins) and all your mods are installed in C:\[user]\AppData\Local\ModOrganizer. I don't have sufficient free space on the C: drive to use instance mode so I've never used Mod Organizer in instance mode.
Mod Organizer (MO) is a tool for managing mod collections of arbitrary size. It is specifically designed for people who like to experiment with mods and thus need an easy and reliable way to install and uninstall them.
If you don't want to use a mod manager, or have tried installing a mod using a mod manager but have been unsuccessful, mods can also be installed manually. The precise instructions will be specific to each mod, but will involve unzipping the downloaded file and placing its contents in your Starfield game folders.
It doesn't sound like you are running Creation Kit through Mod Organizer at all. At least, that's what happened when I tried to launch the exe directly a few years back. You have to run it through the organizer or it can't find your mods. make sure you added it to your mod organizer through the modify executable option (click the gears icon) and then you need to also tick the Overwrite Steam ID box and add 1946160 as the ID (or creation kit won't boot). Make sure all your mods are enabled in mod organizer first, and finally, make sure to boot the creation kit through Mod Organizer just as you would boot the game. it should all work properly after that.
Note: As part of the update process, Vortex will delete the Vortex folder (where the program itself is stored, not your mods and/or downloads) and, after that, install the new version. Should the update process fail, it is safe to simply download the newest available version from the Vortex download page and install it.
Vortex breaks the installation of mods into two phases. The first phase is the process of extracting the mod archive and going through the installer (if there is one). This phase places the files of the mod in a separate "mod directory" where it doesn't affect the game yet.
The reason Vortex does this is because the deployment phase can be done very quickly (usually taking only a few seconds) and it doesn't require any further user interaction. This allows you to quickly toggle mods between "disabled" and "enabled" and change profiles without having to go through the entire installation process of all mods again.
You can use this feature to prepare for a backup, if you want to keep your backup from containing the links, or if you want to restore your game directory to a vanilla state without uninstalling your mods.
Vortex will inform you when you are running out of disk space and won't be able to perform tasks such as installing or deploying mods if not enough space is available. To address the issue, free up some space on your hard drive to enable Vortex to perform its tasks.
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