Best Mod Manager For Skyrim

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Nov 15, 2018 - Give yourself Full Control permissions on your Skyrim folder. NMM-Installation: First make sure NMM (Nexus Mod Manager) is installed.

Nexus mod manager
  • The best mods for Skyrim Special Edition By Christopher Livingston 2018-02-01T20:52:08Z Skyrim's Special Edition may not have as many mods as the original—yet—but here's our list of the most.
  • Aug 5, 2012 - Before I get back into Skyrim I want a good mod manager that will detect and fix conflicts, and some recommendations are always welcome as.

Nexus Mod Manager

Originally posted by:I find NMM easier, and that's why I always suggest it. It's pretty much just plug and play, which is good for modding newbies. If you're comfortable with MO2, then keep with it. NMM is getting better since the original MO author (his name escapes me) got hired to work on it, but it doesn't have all of the functionality yet. Someone who has used MO more than I have could probably give you a better break down on the differences right now, though.

I'm on the same boat, haven't touched MO simply because I started with NMM and found it easy to grasp. It's stuck with me ever since. So it's a matter of personal preference I guess. Originally posted by: Some community members picked up MO and made MO2, but it's still in beta. Which is another reason I haven't even bothered with it yet. Apparently it works but I'm not sure how well.

Tannin started mo2, or at least I think he did, as all the original posts about it that I saw came from him, well the development side of it anyway, though of course when he went on to the nmm developemnt he stopped working on it. I use it and it does work but it has quirks, oh hell does it have quirks. The most annoying one I know of is if you edit anything in ck/xedit you need to exit mo2 and restart it, if you do not then mo2 will crash anyway.

Wrye bash has a tendancy to deactive esp/esm after it has run and done it stuff, so you need to use a save esp list, which is annoying but no big deal. LePresedente, who took over seems not to be doing a lot on it either, last update was hmm, jan/feb this year i think, though the last time I really looked he was having major hardware problems, and having problems with rl as well from what I remember. Originally posted by:So it sounds like MO2 works. But NMM is probably still the better bet. Especially if you're new or just can't be arsed to deal with MO2 being a finnicky bastard. I'll keep suggesting NMM then. LMAO, What an outright joke you are in addition to that ♥♥♥♥♥♥♥t-grade statement, the fact that you just said 'So it sounds like MO2 works.'

Defines how much you have no right to question anyone on anything Skyrim modding related, you're all talk really, and that's just reality itself. Still haven't answered that one post, been a couple of days or so now, Yeah I know, my game is bliss, yeah that picture tells quite wonders, you know, if I showed my game in video, it would change the game itself. OP, why are you even asking this? MO & MO2 are bliss wonders for Skyrim Modding, it has It's on mods folder, so your game stays clean, and you get to pick what get's used over what else. This is my Mix-Matched SSE, A Little taste of my MO2 SSE Build Bliss. Yeah i'm not a outright fraud like Zsrai is, here is my SSE.

Why in the hell would you change to NMM? Active development on the current NMM is stopped, the new one is being built from scratch.

They hired Tannin, the creator of MO and MO2, this should give you a good idea of wich is the superior one at the moment. Absolutely no reason to switch, until the NEW NMM comes out. MO2 is a bit unstable in some features yes, but only the advanced features are broken.

You can still use SSEEdit, Creation Kit and LOOT through MO2, eventhough they crash when closing, they are still fully functional. Only when using stuff like FNIS to change animations and behaviours it craps out on me when generating the needed files to work correctly.

But lets be honest, not everyone goes this far in modding their game. The features that make it shine for casual users and advanced users, are still fully functional. Not touching game folder in any way, mods never overwrite original game files or other mod files, the priority for overwrites is simply handled by dragging and dropping mods in your modlist.

Enable and disable mods on the fly by simply checking and unchecking, and never breaking your install in the process. In my opinion, even with MO2 itself crashing very rarely, but not breaking anything ofcourse.

The crash popups when closing SSEEdit, CK and LOOT after succesfully using them. MO2 is still 10x superiour in managing your modded install compared to NMM. There is a reason Nexus hired Tannin to create their new manager, never have I used a better mod manager for a game. The idea to use a virtual file system in MO and MO2 was simply a stroke of brilliance. In the end, if you want to really 'manage' your modded game. Get MO2, read and watch the videos on the STEP page on how to use MO. You will thank me in the end, unless you never used NMM.

Then you won't know how much better MO actually is.:D. To above post by Khundian - Correction - NMM also uses a virtual file system, and has done so for over a year. As to Khundian's statement of enabling and disabling of mods on the fly without breaking your install, if you mean disabling mods mid-playthrough, you wlll break things, as the info is baked into the save.

Mod Organizer Skyrim

People can do what they wish, ultimately it is your game - your game to use whatever tools that you wish. If you choose to ignore experts with first hand knowledge such as Ilja, and choose instead to listen to someone like Khundian, that is entirely up to you. Originally posted by:To above post by Khundian - Correction - NMM also uses a virtual file system, and has done so for over a year. As to Khundian's statement of enabling and disabling of mods on the fly without breaking your install, if you mean disabling mods mid-playthrough, you wlll break things, as the info is baked into the save.

People can do what they wish, ultimately it is your game - your game to use whatever tools that you wish. If you choose to ignore experts with first hand knowledge such as Ilja, and choose instead to listen to someone like Khundian, that is entirely up to you. I don't care if people decide to use one or the other, I was merely here to put in my 2 cents, not start a discussion over a moot point.

Since everyone does what he wants in the end. Breaking your save sure, if you disable mods mid-game and it had scripts running. You could experience weird stuff when playing, or crashing when loading that particular save. But it will never break your installed game in any way. I honestly haven't used NMM in years, since MO emerged for the original skyrim I swtiched and never looked back. I have nothing against people who use NMM or advise other people to do so, I'll be the first to switch when Tannin and the 2 other devs at Nexus their names I forgot, present the NEW NMM to the public.

Originally posted by:So if I am using extensive amounts of the mods from the site that shall not be named (LL, love that title on skyrim Nexus being used), with tons of FNIS files to work out properly, that I should be looking only at MOO (1) and waiting for the future NMM2 to come out? I plan on getting SE next week when I have time to actually rest and download a hundred gigs of mods and such.

For fallout 4 or sse it must be mo2, mo1 will not work with them, so in this case your choice is mo2 or nmm. If you have not started with modding sse, then give mo2 a try if you do not like it then it is easy enough to switch to nmm.