by DoubleYou, wolverine2710, Uhuru, Tannin & S.T.E.P. Team Template:Notice
Guide Forum Thread Official Support Forum
User:DoubleYou/templates/headertabsTOC
Mod Organizer by Tannin (Tannin42 on the Nexus) is an advanced mod manager for Fallout 3, Fallout New Vegas, Oblivion, and Skyrim. It is localized in English, 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, doing so via a virtual file system. By keeping every mod it installs entirely separate from one another, it makes installation and uninstallation of mods quick and easy. It automatically detects mods in conflict and provides straightforward methods for resolution via Priorities. The modder is also given the ability to have multiple profiles for quick swapping between different modded setups.
This guide has many innovative features intended to help you to quickly find the information desired, so you can get back to modding as quickly as possible. It is also written in a manner that can be read straight through so you can gain a nearly comprehensive knowledge of the program.
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This guide is augmented with white text to help make it easier to skim. Important words are changed to the white color rather than the normal light grey color to form "skim phrases." This is currently inconsistent throughout the guide.
Unlike most wiki guides you find on the internet, video tutorials covering the information in this guide are integrated throughout this guide. Official guide videos are linked in the headers, provided by courtesy of GamerPoets. These tutorials are carefully reviewed for their technical correctness and usefulness. Please like and subscribe to show your support, as he does this without any monetary compensation out of his own good free will, like all members contributing to the STEP Project.
Additionally, other related videos that we find useful are linked at the bottom of relevant sections like this example below by Gopher.
Pictures showing the general area of the feature in question are strategically-placed in the throughout the guide. Also notice this picture to the right, which shows you the location of the key parts of the graphical user interface (GUI) referenced throughout this guide: the Toolbar, Left Pane, Right Pane, and Console. See the associated tabs for more information about each section. Currently, the Console does not possess a tab, as it merely helps you troubleshoot problems and visually cues to you that it is working. To hide it, if you so desire, hover the cursor just above the Console box until it changes into a double-arrowed icon and drag it all the way down. This can be done for other parts of the GUI as well. If the Left Pane or Right Pane are invisible, or desired to become hidden from view, hover the cursor between the two panes until it changes into a double-arrowed icon, and drag it to the right or to the left.
You should read all warnings and notices, as they highlight specific areas of difficulty or problems. They shall be located within the area where you will most likely encounter the error. Template:Notice Template:Notice Small Template:Warning Template:Warning Small
While Mod Organizer (MO) boasts a standalone and fully modular platform, there are a few things required for an optimal experience:
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When an update is available for Mod Organizer, the update button becomes colored . Click the update button to update. You may have to click it twice: once to log on to the Nexus, and a second time to actually download and install the update. For a more detailed discussion on updating Mod Organizer, please see the this section of the Mod Organizer Advanced Guide.
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Six buttons are located in the toolbar at top left and three more are displayed at top right. The first six buttons at top left depict an archive, globe, profile, gear, puzzle, and wrench:
The three buttons at top right include the warning icon, update button, and help menu.
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.
To change profiles, click on the profile drop-down box and select the desired profile. To learn more about profiles, see the Profiles tab.
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.
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 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.
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.
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.
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 a warning flag in front of it, the version you have installed is higher numerically but does not appear to match the current version on the Nexus.
This will tell you the date and time the mod was installed.
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.
Right-click or press Shift + F10 in the Left Pane to open the context menu. You can access the All Mods portion alternatively by clicking the Open list options menu beside the profile drop-down. You will only get the All Mods menu if clicking on a Non-MO mod.
The Information dialog box for any mod may be accessed by either double-clicking the mod or via the context menu.
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.
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.
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.
Back then, anafuineluva, on 09 February 2013 asked this question, "Does ini tweaks apply over skyrim.ini only? Is there a way to apply them to skyrimprefs.ini too?"
To which Tannin replied, "ini tweaks do not change skyrim.ini or skyrimprefs.ini, they are used instead of them. This means that if a setting exists in ini tweaks, that setting is used over any other ini. In fact, as it stands right now, ini tweaks should even overwrite settings from other ini files, i.e. skse plugins, but I've never tested that."
I have made use the ini tweaks for the settings that S.T.E.P. recommends and also for the fonts entry needed for DARNui in newvegas. I set up a mod with them and installed it, this way when I switch profiles, I just enable it and do not have to worry about editing the ini itself. Nice feature.
To set up a new custom tweak you can do a couple of things. With MO closed create a new empty folder in the Mods directory and restart MO. MO will now show the new folder as a greyed out mos. An easier way to do this in the current version of MO, is if you have an empty overwrite folder to double click on it open it up and right click and create a new folder, you do not need to rename it. Click close to exit the overwrite folder dialog.
With that done you will be able to right click on the overwrite folder and select “Create Mod” from the right click menu. Give it a name that reflects what you want, something like Custom ini Tweaks and press OK. You now have a new mod named Custom ini Tweaks.
In either case double click on the new mod to open the information pane and select the INI-Files tab. Click in the lower left box and right click to get the “create Tweak” fly out menu. Enter the name of the tweak in the dialog that pops up and click OK.
Say you want to do the fonts from Darnified UI. Name the tweak Darn fonts and click OK. Click on the new entry and in the big box on the right copy and paste the whole section from the readme starting with the [Fonts] header. The save button will become active, click it to save the tweak and close the information pane. Re-open the information pane and the new tweak will now have a check box next to it, click it to put a check in the box to activate it.
Another option is if a mod needs a certain entry for the mod to function right you can just open the mod and create the tweak for it there. The iMaxGrassTypesPerTexure=XX in Skyrim Flora Overhaul by Vurt comes to mind. Don’t forget the [grass] before it. This way the tweak will be enabled when the mod is.
A condensed version of the above is:
Images contained in the mod will be able to be seen in the Images tab.
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.
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.
The Categories tab allows you to change the categories for the mod.
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.
In the Notes tab you can create notes for the mod. These notes can be seen you hover over the note flag for the mod.
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 Organizer (MO) allows multiple ways to find and view mods through grouping, searching, and filtering.
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. As a visual hint, the modlist shall be placed inside a green box when mod grouping is active. If you wish to turn off mod grouping, select No Grouping from the drop-down menu.Template:Warning Small
Here you can quickly find your mods by simply typing in parts of their name.
Mod Organizer has an advanced filtering system, making mod organization easy. To access it, click the Filter button at the left, bottom corner of the Left Pane. This will pop out a sidebar of different filters in it, which are discussed below. To see all mods again after using a filter, either right-click the filter and select Deselect filter, Ctrl+click the filter, or click in any blank space within the sidebar. Filters may be combined by using the And or Or commands at the bottom of the sidebar. Using the And command will filter through and only show mods that meet all selected filter criteria. Conversely, the Or command will show all mods that meet at least one of the filter's criteria. As a visual hint, the modlist shall be placed inside a red box when filters are active.
This filter selects mods that you have enabled for your current profile.
This filter selects mods that you have not enabled for your current profile.
This filter selects mods that have a newer version available. It is automatically selected when you Check All for Update.
This filter selects mods installed into MO.
This filter selects Non-MO mods.
This filter selects mods that do not have a category assigned to them.
This filter selects enabled mods that have file conflicts with other enabled mods.
This filter selects mods that have not been endorsed. This includes mods that you have marked as Won't Endorse.
After all the preset filters, you have the category filters, which simply select 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.
The Plugins tab provides load order management for all ESMs/ESPs installed and enabled. Any mod enabled in the Left Pane containing an ESM or ESP file in the root of the mod will appear here. If the ESM/ESP is in another folder besides the root, it will not be used. If a ESM/ESP has a warning flag in front of its name, one of its masters is missing, which will be indicated upon hovering over the file. Load order can easily be modified by dragging and dropping into the correct position. For more information, see the Priorities tab.
If you right-click inside the Plugins tab, you will find you have three options:
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.
Mod Organizer allows you to backup your profile's plugin list (load order) and restore it if the need arises. To backup your profile's plugin list, click the Create Backup button at top right of the Plugins tab. Backing this up will NOT backup your INI files, BSA order, or modlist. You can, however, backup your profile's modlist in the Left Pane. To restore a previous plugin list, click the Restore Backup... button to the left of the backup button. Upon restoring a backup, any plugins not active at time of backup shall be unchecked, and all priority/load-order changes since the backup shall be reverted. Also, any new plugins since the backup shall be unticked and in alphabetical order at the bottom of your plugin list.
The new Sort button at top left of the Plugins tab automatically sorts your plugins using LOOT. Any rules that you have made with the external LOOT application shall carry over, but you cannot make rules without installing the main LOOT application.
If a mod contains assets in a BSA file, it will appear in the Archives tab under the mod's name. BSAs may also be unpacked in this tab by right-clicking the BSA and selecting Extract... This will extract the BSA's contents to any folder you choose.
When Have MO manage BSAs is checked in the Archives tab, all BSAs are treated exactly as if they were loose files. That means their priority depends solely on the mod priority order and not the plugin priority order (load order). Additionally, checking a BSA in this mode allows the BSA's assets to be loaded without the need for a dummy plugin.
MO's BSA management may be turned off by unticking the Have MO manage BSAs option. If you decide to do this, please note that you will have to load BSAs through dummy plugins. The game's built-in BSA versus loose files rules shall apply, and BSAs shall be loaded in plugin load order.
A more detailed discussion of BSA priorities is located in the Priorities tab. Template:Notice Small
The Data tab provides an overview of how the Skyrim Data directory is seen when a program is launched through Mod Organizer. The File column tells the name of the file and the Mod column tells us the source of the file. If the name reported in the Mod column is colored red, another mod is active that would have provided the same file, but the mod reported in red is currently overwriting that file. If you hover over the red mod name, it will tell you where the conflicting file is located. Ticking Show only conflicts at the bottom of this tab will cause it to only display files that have conflicts between mods.
The context menu in the Data tab accessed by right-clicking provides several useful options. The Open/Execute option will open any file using the default program, or execute the file if it is a EXE or JAR executable application. The Add as Executable option is useful to add applications installed to the data directory quickly to Mod Organizer's list of executables. The Hide option will add a .mohidden file extension to whatever file you are hiding, making it effectively nonexistent. The Write to file option will create a text file listing every single file in your virtual data directory and its source. It will present you with a Save As dialog box, to which you can type whatever name you want for the filename. It is suggested to add a .txt file extension in this window to make opening the file with a text editor simpler. The Refresh option, as well as the big refresh button at the top of the tab, will check for any changes and make sure what you are seeing is current and accurate.
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.
The Downloads tab is where all mods downloaded through Mod Organizer are stored. To learn more, visit the Downloading Mods tab.
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).
Here you can select different skins for Mod Organizer.
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.
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.
WARNING
Neither Compact Download Interface or Download Meta Information.
Only Download Meta Information ticked.
Compact Download Interface or Download Meta Information.
This option will shrink the viewing space of downloaded archives in the Downloads tab. This will appear like the third image above.
This option will display the downloaded archives type (whether a main, update, or optional file) and its version if available. This will appear like the second image above.
If you press the Reset Dialogs button, any place in Mod Organizer where you have selected a Remember Selection box shall be reset.
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.
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.
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.
Ticking the Offline Mode box will cause Mod Organizer not to access the Internet.
Checking the Use HTTP Proxy box will allow Mod Organizer to use your system's proxy settings.
Clicking this button will associate Download with Manager links on the Nexus to the version of Mod Organizer for the game being managed.
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.
Various settings for some Mod Organizer plugin can be set in the Plugins tab in Settings. To learn more, see the Plugins tab.
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.
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.
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.
This workaround will hide any inactive ESPs/ESMs. Currently bugged, so do not use.
The base game files, like Skyrim.esm for Skyrim 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 game's engine.
This option allows you to toggle whether or not all plugin + BSA mods in the real data directory are displayed as Non-MO mods in the modlist. Disabling this feature will only remove mods installed into data, not the official DLC.
This is an alternative to Archive Invalidation that only works on Skyrim. You must click this if you are running Skyrim and do not activate Archive Invalidation. Otherwise you risk vanilla BSAs overwriting some of your loose files, which is a pain to troubleshoot.
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 add to the capabilities of Mod Organizer by adding support for other coding languages.
Mods are packaged in many different ways. Installers allow MO to handle these different types of archives.
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).
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.
The BSA Extractor 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 enabled. The default value is disabled. Enabling this plugin causes a dialog to appear the next time a mod including a BSA is installed, giving the option to extract the BSA, with another option to remember the setting.
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.
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.
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. For more details, see the Installing Mods tab.
The Simple installer allows correctly-packaged mod archives to simply skip to the quick install window, allowing you to install many mods with just a click. The Simple Installer has two settings that can be set to a Boolean values. If enabled is set to false, the plugin will simply be disabled. If disabled, you will always be presented with the manual install window. Conversely, if enabled is set to true, the plugin will be active. If silent is set to true, then all simple mod archives shall be installed automatically, bypassing the Quick Install menu. Setting silent to false will cause simple mod archives to show the Quick Install menu prior to installation. For more details, see the Installing Mods tab.
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 enabled. The python-dir value may be set to the directory where Python is installed.
Here are any plugins that have been blacklisted so that they are not enabled. Plugins may become blacklisted if MO detects that they might have caused a crash. Use the delete key to remove any entries.
When you use Mod Organizer (MO), all other programs that work with mods (i.e., BOSS, Wrye Bash, Skyrim Launcher, SkyEdit, Creation Kit, etc.) should be started from inside MO. The same is true for all launchers you may use (e.g., SKSE, SBW). Some of the well-known tools for the games supported by MO are automatically detected and added to your list of executables. Other tools must be added manually. A list of automatically detected tools are shown at the end of this page. To launch a game after it has been added to MO's list of executables, select the application from the drop-down list on the top right and click Run.
When you open the Modify Executables dialog by clicking the gears button, several fields present themselves:
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.
Note: Typical application setup does not require steps 5 through 9.
Problem: An error occurs launching the application saying, "This application could not be started. Do you want to view information about this issue?" Probable cause: The application is installed as a mod in Mod Organizer, but is unchecked in the Left Pane modlist. General Solution: Check the application's mod in the Left Pane modlist. Problem: Launching an application fails. Mod Organizer locks for a few seconds, but then simply unlocks and does nothing. Probable cause: The application is installed as a mod in Mod Organizer, but is unchecked in the Left Pane modlist. General Solution: Check the application's mod in the Left Pane modlist. Problem: Launching an application produces an "Elevation required" message. Probable cause: The application being launched requires administrative permissions. General Solution: Click the Yes button if you trust the application to have administrative privileges. Problem: The application launches correctly, but fails to use the custom argument(s) entered in the Modify Executables dialog. Probable Cause: You are launching the application from a shortcut that was created before the custom argument(s) were added. General Solution:
To install BodySlide 2 and Outfit Studio in Mod Organizer:
BodySlide 2 and Outfit Studio can be added to the list of executable via default procedure:
Better Oblivion Sorting Software (BOSS) can be added to the list of executable via default procedure:
Please note:
BOSS Userlist Manager (BUM) can be added to the list of executable via default procedure:
C:\Steam\SteamApps\common\skyrim\Data\
C:\BOSS\Skyrim
C:\BOSS\BOSS.exe
The Creation Kit should be automatically detected and added to the executables list upon first startup, so there is no setup necessary. Using the Creation Kit with MO is a bit complicated currently, however, for the following reasons:
If for whatever reason the Creation Kit is not in your list of applications, you may add it manually by doing the following:
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.
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:
Fore's New Idles for Skyrim (FNIS) may be added in this manner:
<ModOrganizer>/mods/Fores New Idles in Skyrim - FNIS/tools/GenerateFNIS_for_Users
Free Commander XE (FCXE) is an easy-to-use alternative to the standard windows file manager (windows explorer). If you want to see the virtual filing system of MO in action, for example to test if MO is working correctly, you should start FCXE from inside MO. Navigate to your <Skyrim>/data directory. What you see here is what MO exposes to all programs started from inside MO, including Skyrim itself. If you use the windows explorer to navigate to your <Skyrim>/data directory you see only the files of a fresh install of Skyrim. That is under the assumption you have not placed other files/mods in here (manually or using NMM). Note: When you have installed the High Resolution Texture Pack DLC, those files will be installed by Steam in the <Skyrim>/data directory. The same is true for the other three non-free DLC's. When you navigate to the directory where the regular skyrim.ini and skyrimprefs.ini files reside and open these files you also see the contents you configured using MO. Its also possible to edit both ini files.
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:
To set up LOOT to work with MO:
Now each time you want to run LOOT, simply select it from the drop-down menu at top right and click Run.
To set up Simple Borderless Window (SBW) to work with MO:
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:
Problem: SKSE fails to launch, producing a "Couldn't read arguments" error popup message. Probable Cause: You have set an incorrect argument for SKSE. General Solution:
SkyProc Patchers such as ASIS, Automatic Variants, Reproccer and similar, are Java executable "jar" files and not actual executables. To add any SkyProc program to executables:
-noboss
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:
Or
Problem: Patcher failing, throwing an error saying it cannot find something, or some other random error. Probable Cause: Java is out of date. General Solution:
Problem: Patcher failing, throwing an error related to memory. Probable Cause: Java is running out of memory to perform the operation. Possible Solution:
And/Or
C:/Program Files (x86)/Java/jre8/bin
To add TES5Edit to executables:
Wrye Bash comes in two variants: standalone and Python. The standalone version may be added to MO like any other program, however you have to set python.exe/pythonw.exe (32-bit) as the executable and Wrye Bash as the argument for the Python variant.
To add Wrye Bash standalone to executables:
To add Wrye Bash Python to executables:
Mod Organizer (MO) allows the user to create shortcuts to launch applications through it. Shortcuts may be placed on the Start Menu, Desktop, or the Toolbar within MO itself.
To place a shortcut on the Desktop (or to remove it if it is there already):
To place a shortcut in the Start Menu (or to remove it if it is there already):
To place a shortcut on the Toolbar (or to remove it if it is there already):
By default, Start Menu and Desktop shortcuts created through Mod Organizer display its icon and not the icon of the application to be launched. This can be changed by altering the shortcut's icon settings. To do so:
It is possible to make a shortcut profile-specific. This only works for Desktop and Start Menu shortcuts. If this is done, it will only run in the profile specified. To create a profile-specific shortcut:
"<ModOrganizer>/ModOrganizer.exe" "<ApplicationFolder>/Application.exe"
-p "Name of Profile"
"<ModOrganizer>/ModOrganizer.exe" -p "Name of Profile" "<ApplicationFolder>/Application.exe"
Profiles in Mod Organizer let you have different mod setups and quickly switch between them. The following aspects are separate for each profile:
Mod profiles do NOT control:
To create a new profile:
To create a new profile based on an existing profile:
To go to your newly created profile(s), simply select it from the drop-down list at top left. Alternatively, you can access the Profile drop-down list by pressing F4 (currently only works when you first activate the MO window). Turn on Automatic Archive Invalidation in the Configure Profiles dialog if running any game other than Skyrim. If running Skyrim, clicking the Back-date BSAs button in Settings > Workarounds is all that is necessary.
The Local Saves option allows you to keep saves separate from other profiles, rather than all mixed together. Checking Local Saves will make the game look for saves in your profile's save folder instead of the default location. Clicking the Transfer Saves button will allow you to copy or move characters into the profile.
MO takes copy of the game INI files upon first launch. Any successive changes to the default game INI files will not be reflected in MO. To edit the INI files, open the Puzzle menu and select either the Configurator to launch a GUI INI editor or click INI Editor to launch a text based ini editor.
Mod Organizer allows you to backup your profile's modlist in the Left Pane and restore it if the need arises. To backup your profile's modlist, click the Create Backup button to the right of the profile drop-down menu. Backing this up will NOT backup your INI files, BSA order, or plugin list (load order). You can, however, backup your profile's plugin list in the Plugins tab in the Right Pane. To restore a previous modlist, click the Restore Backup... button to the right of the profile drop-down menu. Upon restoring a backup, any mods not active at time of backup shall be unchecked, and all priority changes since the backup shall be reverted. Also, any new mods since the backup shall be unticked and in alphabetical order at the bottom of your modlist.
Mods may be downloaded via Mod Organizer (MO) by clicking the Download with Manager buttons on the Nexus mod sites once set up to do so (see step 5 in the Initial Setup section under the Installation tab). Mods downloaded through MO 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 will appear in front of the mod in the Downloads tab. To attempt to retrieve the information:
In many cases the meta information collection will fail despite following these steps. This is caused by one of the three following problems:
This option when ticked in Settings will shrink the viewing space of downloaded archives in the Downloads tab. This will appear like the third image above.
This option when ticked in Settings will display the downloaded archives type (whether a main, update, or optional file) and its version if available. This will appear like the second image above.
Problem: Attempting to install a downloaded mod file produces a "None of the available installer plugins were able to handle that archive." message. Probable Cause: The downloaded file is corrupt. General Solution: Re-download the file.
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:
C:\<username>\AppData\Local\Google\Chrome\User Data\
When first run, Mod Organizer (MO) sets up an association with the NXM link in Nexus network to handle the download with manager button on the Nexus network. This association, unfortunately, is all encompassing and steals the association from Nexus Mod Manager. MO only supports Oblivion, Fallout 3, Fallout NV and Skyrim while Nexus Mod Manager supports more games.
If you are using Nexus Mod Manager to manage other games that MO does not support you cannot use the download with manager button as it is associated with MO.
The solution to this problem is provided in the ModOrganizer folder in the form of a program called nxmhandler.exe. This little program will allow you to associate another application to handle nxm links alongside MO.
To set up an association to another game and another MO do the following:
There are four ways to begin installing a new mod:
When you open most archives, the Name box will show you the name of the mod as parsed from the meta info collected when it was downloaded. If no meta info was collected, it will display the filename of the archive minus the appended Nexus ID and version number. You can rename the mod to anything you desire or keep the name. To speed up the naming process, you can click the down arrow which will present a drop-down box with suggestions of other names based on other mods you've installed sharing the same Nexus ID, the name of the mod archive itself, the name of the mod archive with the Nexus ID and version number attached, and the actual name of the mod from the Nexus.
Mod archives are packaged in three different ways that MO currently supports:
If the archive is not packaged in any of the first three ways, it will open the manual installation dialog.
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
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.
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.
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 (Fallout Mod) installer archives will launch one of two FOMOD installation plugins depending on whether its script format is coded in XML or C#. XML FOMODs will launch the integrated installer plugin, which will initially extract the files and then present you with the FOMOD Installation Dialog. C# fomods will launch the external installer plugin, which will initially extract the files while presenting you with a window stating that it is running the external installer, and then finally present you with the installation dialog. Simply follow the wizard's instructions to install the mod.
Most of the time, you can simply follow the wizard instructions and everything will install correctly. However, sometimes one of the installation plugin may install the mod incorrectly, and then you may have to resort to an alternate installation method.
There are two reasons why you may wish to force the external installer plugin (NCC) to install the FOMOD.
If for one of these two reasons you want to force NCC to install the FOMOD, do the following:
It is recommended to re-enable the internal plugin to restore default behavior after successful installation of the problematic mod. This may be done by setting the prefer value back to true.
FOMODs can sometimes be installed using Fallout Mod Manager (FOMM) by running it through Mod Organizer (MO) and creating a mod from the files it dumps inside Overwrite. Please note that FOMM was built for Fallout and may not work for other game FOMODs. Also note that it is preferable to use the default FOMOD installation plugin to using FOMM. For the Fallout games, install FOMM to the game directory in order for Mod Organizer to automatically add it to its list of executables. It may also be added manually by following the instructions in the Third Party Programs tab.
To install a FOMOD through FOMM:
Despite lack of integration, Steam Workshop mods are not difficult to install into Mod Organizer.
To update a mod from Steam Workshop in Mod Organizer, you must repeat the process again, removing the old version.
To check mods for updates, right-click within the Left Pane and select Check all for update. The success or failure of detecting all updates is dependent upon correct meta info for your mods (i.e., correct Nexus ID and version in the Nexus tab). Also, some mod authors use strange version systems that Mod Organizer may not detect. For this reason, it is wise to Track all your installed mods on the Nexus so you can refer to the tracking center for mod updates.
To update a mod, download the new archive and install it to the same mod it was installed last time, replacing if it is a full replacement of the mod or merging if it only updates certain files within the mod. Make certain to assess any new file conflicts and prioritize accordingly (see the Priorities tab).
To uninstall a mod only from a given profile, simply uncheck it in the Left Pane. To uninstall a mod from all profiles, right-click the mod in the Left Pane and select Remove. The removed mod shall be deleted to the Recycle Bin. In the event that the removal was an accident, going into the Recycle Bin and restoring the mod folder will restore it to Mod Organizer. However, it will be treated like a new mod, being unchecked and last in priority.
Once a mod is installed in the Left Pane, it needs to be enabled and any plugins activated in order for it to show up in game. To enable a mod, simply check its box in the Left Pane for your current profile. It will be enabled only for your current profile. If you see a lightning icon in the Flags column, some of the mod files conflict with one of your other enabled mods. Go to the Priorities tab to learn how to resolve conflicts in the manner you desire.
Once a mod is installed and enabled, any plugins that the mod contains needs to be activated for them to show up in game. To activate a mod plugin, go to the Plugins tab in the Right Pane, find the plugins you desire to activate and check their boxes.
Priorities is a concept developed by Mod Organizer (MO) to manage conflict resolution between mod files. This eliminates many of the traditional functions of replacing other mod files with another mod's files by instead arranging it so that mods in higher priority overwrite mods in lesser priorities without actually replacing the other mod files.
Every time you install a mod, it automatically gains highest priority and will provide all conflicting files once enabled. The higher the priority number, the higher priority is given to the mod. If you wish another mod to provide the conflicting files, you must either drag and drop that mod into the higher priority position or drag and drop the freshly installed mod into a lower priority position. Alternatively you can click the mod's priority number, hit F2, change it to a different priority number, and hit enter. You can also CTRL+click and shift+click multiple mods to move many mods into a different priority position.
Most times, changing priorities will be all the conflict resolution you will need. Nevertheless, advanced mod users may desire more advanced control on conflict resolution. If you have two mods that overwrite different files from each and you prefer some from both, you can Hide the files from the mod you do not want to provide the files to cause the other mod's files to be used. This may be accomplished in either the Conflicts or the Filetree tab within the Mod Information window by right-clicking the file to be hidden and selecting Hide. Hiding a file appends a ".mohidden" file extension to the file so that it will effectively not show up in game.
BSA files are archives that contain assets including textures, meshes, sounds, and scripts. All vanilla data resides in BSAs, and by default, the Skyrim Creation Kit packages assets for mods in BSAs. Traditionally you can not control priority between BSAs and loose files (that is: assets that came as individual files) as BSAs were always overwritten. Therefore, if you wanted to use files from a BSA to overwrite files from a mod that came as loose files, you would have to delete the conflicting loose files manually.
Mod Organizer (MO) adds a feature that changes this. When Have MO manage BSAs is checked in the Archives tab, all BSAs are treated exactly as if they were loose files. That means their priority depends solely on the mod priority order and not the plugin priority order (load order). Additionally, checking a BSA in this mode allows the BSA's assets to be loaded without the need for a dummy plugin. This means that you can, for example, load the Skyrim High Resolution Texture Pack by checking the BSAs and unchecking the plugins, effectively saving you three plugin slots.
MO's BSA management, however, makes mod priorities more important. If asset conflicts are not handled correctly, problems may ensue. Because of this, MO imports all mods/DLCs in the real Data directory that contain BSAs into the Left Pane as Non-MO mods. This ensures that any mod time when a DLC or other mod installed in Data must overwrite a mod installed in MO to get proper conflict resolution, you can do so by changing the priority just like MO mods. An example of this would be the Skyrim Dragonborn DLC and Unofficial Skyrim Patch. If you had installed the Unofficial Skyrim Patch and had it after the Dragonborn DLC, the dragonactorscript.pex would incorrectly overwrite the Dragonborn version, causing the user to not be able to absorb Dragon souls. Unofficial Skyrim Patch must be in a lower priority than Dragonborn for this to be fixed. The user should load the Non-MO mods to as low a priority as possible while maintaining proper conflict resolution. A good guide to this is observing your load order. The DLCs and any mods loaded between them should generally mimic this load order in order for the correct assets to be used.
In Mod Organizer (MO), 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 (also known as Overwrite folder, Overwrite mod, or simply, Overwrite). 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.
Overwrite is the place that MO dumps all generated files that otherwise would be dumped into the real game data directory. This is true for any tool or mod that is run through MO as long as the file being generated does not already exist in one of your enabled mods or in the real game data directory. If the file already exists in one of your enabled mods or in the real game data directory, it may or may not replace the changed file or create a new copy "overwriting" it in Overwrite, depending on how the tool/mod modifies the data.
Any application launched through Mod Organizer (MO) that makes changes to files shall be handled as follows (This is an excerpt from a PM from Tannin):
Tools that may generate files in Overwrite:
Overwrite should be kept empty. This may require you to move files out of Overwrite. Every time you run the game or a tool through Mod Organizer, check Overwrite. If there are files present, right-click Overwrite and select Create Mod. Name it according to whatever tool or mod generated the file and activate it for your profile. Upon successive generations of the tool, move the files back to this mod, replacing all. This is accomplished by double-clicking Overwrite, highlighting the files to be moved, and dragging and dropping them onto their mod.
For a discussion of more advanced topics related to Mod Organizer, please see Guide:Mod Organizer Advanced.
MO automatically fills in the Steam App ID based on the managed game:
If the game or Steam tool does not launch correctly, you may need to adjust the Steam App ID. This is rare. To locate the correct Steam App ID:
steam://rungameid/202480
Notes:
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
Q: How to see MO's virtual filing system (VFS) in action
A: Use Free Commander or any other suitable windows file manager. For details see 'Free Commander' in the Third Party Programs tab.
Q: Why does Overwrite gain .tri files in a meshes/cache folder ever time I run Skyrim?
A: These are files created by RaceMenu's CharGen extension. It is safe to delete them if you wish, as RaceMenu itself deletes these files and generates new ones every run.
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:
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 plugins which install a mod cannot 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 button 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 guide on 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.
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