Suffice to say that I was very much happy to hear that Vortex was in development by the guy that started Mod Organizer, using the same virtual file system, but with the backing of Nexus. Vortex is finally here after so much time, but now I heard my flatmate that there is a bunch of contention surrounding Vortex. Sep 25, 2018 Mod Organizer 2 was developed by Tannin, the same guy who leads Vortex development. Reason why MO2 isn't the 'main mod manager' is that it was made for Bethesda games. That was also the problem with Nexus Mod Manager. It was derived from old Fallout mod manager and put to use on several other games, which made it a mess. MO2 didn't take this path.
How to Enable Modding in Fallout 4Even though you’ll be using the Nexus Mod Manager, you’ll still have to perform a quick tweak to Fallout 4’s game files before it will accept the mods you install. (Other games, like Skyrim, won’t require this tweak, and you can skip to the next section).First, navigate to the Fallout 4 folder in your documents directory. You’ll find it under C:UsersYOURNAMEDocumentsMy GamesFallout4.Double-click the Fallout4Prefs.ini file to open it in your default text editor. It’ll open in Windows Notepad unless you’ve installed another text editor like.Scroll down to the very bottom of the text file and you’ll see a Launcher section. Add the following line below it: bEnableFileSelection=1Click FileSave to save the file, and then close Notepad.Double-click the Fallout4Custom.ini file to open it in your default text editor.
Add the following lines to the end of the file: ArchivebInvalidateOlderFiles=1sResourceDataDirsFinal=Click File Save to save the file, and then close Notepad. Fallout 4 will now accept and use the mods you install.How to Install and Configure Nexus Mod ManagerIt’s possible to manually install mods for a lot of games, or use Steam’s built-in Workshop (for games that support it). However, we recommend using the Nexus Mod Manager tool to make this process easier and reduce the risk you’ll break something while installing a mod.Download and install it on your PC. If you don’t yet have a Nexus Mods account, you’ll be informed you need to register for a free account to download it.
You’ll be asked to sign up for a paid supporter membership during the sign-up process, but you can just scroll down to the bottom of the page and click “Create Account” to continue.Launch Nexus Mod Manager after you install it and it will search your PC for games. If you have Fallout 4 installed, it will find it. Just click the checkmark to confirm Fallout 4 is installed at that location and then click “OK.”Select “Fallout 4” in the list of installed games and click “OK.” If you always want to use this program to manage Fallout 4 mods, click the “Don’t ask me next time” checkbox here.You’ll be informed that you need to set up the paths where Nexus Mod Manager will store mod-related files. Click “OK” to continue and you’ll see a Fallout 4 Setup screen. By default, Nexus Mod Manager will store these files under C:GamesNexus Mod ManagerFallout4.There’s a problem with these default folder settings. It won’t work unless you run Nexus Mod Manager as Administrator. If you run it normally, you’ll see an error informing you that Nexus Mod Manager is “unable to get write permissions for” the directory.To solve this, set the folder paths to something like C:UsersYOURNAMEDocumentsNexus Mod ManagerFallout4.
Alternatively, keep the default folders and run Nexus Mod Manager as an Administrator. To do so, right-click the Nexus Mod Manager shortcut and select “Run as administrator.”To always run it as Administrator, right-click the shortcut and select “Open file location.” Right-click the “Nexus Mod Manager” Shortcut, select “Properties, click the “Compatability” tab, and enable the “Run this program as an administrator” checkbox. Click “OK” to save your settings and Windows will always launch Nexus Mod Manager with Administrator permissions.How to Install Fallout 4 ModsYou’ll want to sign into Nexus Mod Manager with your Nexus account for easy mod installation. To do so, click the profile icon next to “You are not logged in” at the bottom-left corner of the Nexus Mod Manager window. Enter your Nexus Mods username and password here.You’ll then see a “Logged in” message here, informing you you’re logged in.You can now head to the to browse and search the available mods.
If you’re logged in, you’ll see “Name’s account” at the top-right corner of each web page. If you’re not, click the “Log in” link at the top-right corner of the web page.Locate a mod you want to install and click the “Download (NMM)” button to download the mod with Nexus Mod Manager. Your browser will hand off to the Nexus Mod Manager application, which will download the mod you chose.The Download link at the top of each mod’s page will download the main, current version of the mod. However, some mods offer multiple versions, or additional files.To download multiple versions or optional files a mod offers, scroll down on its download page and click the “Files” tab.
You’ll see the various files the mod offers, along with explanations from the mod author about what they do. Click “Download With Manager” to download the mod files you want.Once it’s downloaded and installed, locate the mod in the list, select it, and click the green checkmark button in the sidebar to enable it. You can click the red cancel button that appears in this location afterwards to disable a mod.Some mods will walk you through a setup process the first time you enable them. You’ll be able to choose different options, depending on the mod. Go through the setup process and select your desired options to enable the mod.To change these options later, right-click the mod in the Nexus Mod Manager list and select “Reinstall Mod.” You’ll see the same setup screens again.Now all you need to do is launch Fallout 4. You can do so using the “Launch Fallout4” button at the top-left corner of the screen or just launch it through Steam normally. Load your existing game or create a new one–either way, the mods you installed will immediately take effect.To disable or uninstall a mod later, close Fallout 4 and open Nexus Mod Manager.
Right-click the mod you want to disable or uninstall and select “Deactivate” to disable the mod or “Uninstall and Delete” to remove the mod from your system.You can also click the settings icon at the top of the Nexus Mod Manager window and use the “Disable All Active Mods” or “Uninstall All Active Mods” options to quickly disable or uninstall all currently activate mods.How to Configure Your Mod Load Order (and Why It Matters)The above process should work perfectly if you’re only using one mod. However, if you plan to install several mods, you may need to think about your mod load order.This is exactly what it sounds like. Fallout 4 will load mods one by one, in the order you specify.If you have multiple mods installed, some of them may overwrite each other’s changes. For example, you may have one “total overhaul mod” that tweaks a large amount of things in the game, including all the weapons. Second, you may have a small mod that makes a single weapon function in a certain way. If the game loads the small mod before the larger mod, its tweaks will be overwritten by the total overhaul mod. To have the second mod function, the larger total overhaul mod needs to be loaded first.This only applies to mods that have plugins.
If you install a mod with a plugin, it’ll appear on the “Plugins” tab, as well as the “Mods” tab. To control the load order, click over to the “Plugins” tab.
Select a mod you’ve installed and click the up and down arrows in the left pane to adjust the load order. The “Masters” information for a plugin tells you when a mod depends on another mod. For example, in the screenshot below, “Homemaker – SK Integration Patch.esp” depends on Fallout4.esm, SettlementKeywords.esm, and Homemaker.esm. It must appear after all these other plugins in the list. Nexus Mod Manager won’t let you move it above those other plugins in your load order.It may take some trial and error to get the load order working the way you want it.
Some mod authors may provide information about recommended load order on their mod’s download page.If you want some additional help, you can try using, the Load Order Optimization tool. It works by examining your mods and attempting to decide the correct order so that all dependencies are satisfied and that each mod has a maximum impact on your game. It will recommend you a load order you can configure in Nexus Mod Manager. How to Deal With Mod Conflicts, or “Overwrites”There’s another way mods can conflict, and it’s totally separate from your plug-in load order. Sometimes, two mods overwrite the same files in your game, and you’ll need to decide which one you want to take precedence. We’ll use Skyrim here as an example.
Skyrim and Fallout 4 share the same engine, and work similarly.Texture packs are a great example of this. For example, the mod adds over 2,000 high-res textures to the game, making it look absolutely fantastic. But there are also smaller mods for specific textures–like this mod–that (sometimes) look even better. Let’s say you want to replace most of your game with the Skyrim HD pack, but want the ice and snow from the Real Ice and Snow mod.First, you select the Skyrim HD mod and enable it, just like you would any other mod. If you start the game at this point, you’d see that the have been applied.
Then, when you enable the Real Ice and Snow mod, you’ll get this message:This happens because you have two mods–Skyrim HD and Real Ice and Snow–attempting to modify Skyrim’s snow and ice textures. If you want, you’ll click “Yes to All” or “Yes to Mod” to overwrite Skyrim HD’s textures.
If you prefer, you’d click “No to All” or “No to Mod”, and any conflicting textures from Real Ice and Snow would not be applied.You could load these mods in the opposite order, too. If you loaded Real Ice and Snow first, you’d get the ice from that mod, and decide whether to overwrite it with Skyrim HD after the fact.If you’re installing a lot of mods, we recommend loading the bigger, game-sweeping mods first as your “base layer”–in the example above, that’s Skyrim HD. Then, load the smaller, more specific mods after, always choosing “Yes to All.”The more mods you install, the more complex the process becomes, and we’ve only scratched the surface here–there are many mods that require even more steps outside of Nexus Mod Manager to work (like ENBs or interface modifications).
But the more you do it, the more it’ll become second nature. If you ever have questions, check the Discussion tab on the offending mod’s Nexus page–there’s a lot of good info to be had, and developers are often pretty responsive.
I have used both and still prefer MO2. They both can do the same things, they just accomplish them in different ways. The one thing for me was that Vortex seemed to leave sym links behind and otherwise impact on the data directory that needed cleaning up where MO2 has never done that to me. I think either can be used successfully so it is more a matter of preference than a matter of one being better than the other.One really neat thing the MO2 devs just added though was the ability to link to multiple games in the nexus. So I can have a SkyrimSE install, that has Skyrim mods installed, and can check endorsement, version, and hot link to the mod page. But I spent a lot of time with Vortex too, and think it is still early in its development and figure the two will be comparable for a long time. So try both and pick one.
Both dev teams are amazing. Each manager has it's strong points and NMM's strongest point is where's no difference between managing installed and uninstalled mods while MO doesn't really manage uninstalled mods at all but just throws everything hapazardly under the downloads-tab. Vortex falls somewhere in the middle, since for some very strange reason you can't edit not yet installed mods but they is grouped in the Nexus-group meaning house-mods does come under house etc.
Even worse, if you do install a mod and change anything for so uninstalling it again (to free up disk space), Vortex forget everything you did while mod was installed and revert back to original state.For installing mods, MO can be faster installing a single mod but since MO still haven't got installation-queue it falls decidedly behind Vortex when installing 100+ mods at once unless majority of mods uses fomod or other kinds of installers. NMM while having installation-queue uses excessively long times for some mods and have a tendency to fail to install some mods.For handling loose files load-order, NMM is per file but in case wants to do any changes you need to disable mod and start for scratch with file-override when you re-enable. Vortex and MO is per-mod and while Vortex method is decidedly uncommon and a little learning-curve to understand at first, after you've familiarized you with the process it's fairly quickly to just start at the top (or bottom) and click all the red lightning-bolts in order to choose your loose file load-order. While MO's drag-and-drop is familiar, in case you do need to drag from top and close to the bottom or other way around you'll realize this isn't a very good method. Also you'll have no idea if you've placed everything as you desires or you've forgotten some conflicts. On the positive side MO does include the 'hide file'-option.
On the flip-side Vortex is a once-off, meaning even if you start with a new profile from scratch the rules is already in place meaning you don't need to re-do the rules (unless you uninstall some of the mods). Hopefully it's not too long before Vortex also includes per-file loose file load-order.For plugin load-order, NMM with drag-and-drop is the best, since NMM never allows a plugin to be loaded before it's master like MO allows. While MO claims install-order doesn't matter, you'll quickly realize MO does a complete mess when it comes to plugin load-order, since you'll get completely different result if you enables mods from top to bottom (in left column) or if you enables mods from bottom to top. Really MO plugin load-order is basically useless unless you runs LOOT, or you've reading-in the load-order from file. Vortex has LOOT built-in and in most cases where's really not much that needs to be done.If you need to do anything with Vortex plugin load-order on the other hand, you'll either need to set a numeric load-order or you'll supposed to drag a link from one of the plugins to another - not an easy task if one of them is close to the top and one of them at the bottom.
Often Vortex will complain about cyclic rules, despite you've not made any cyclic rules but the LOOT-rules is interfering. At the moment Vortex weakest point is if you need to do any changes to the plugin load-order.After you've got the plugin load-order as you desires on the other hand in Vortex, you don't need to repeat the process on any other profiles. With MO and NMM you'll need to change the plugin load-order every single time you setup a new profile - unless you've created LOOT-rules like you in practice did in Vortex.Switching between profiles - here MO is decidedly the fastest, since it basically goes instantaneously. Vortex can use a couple minutes on large profiles (meaning profiles with 50k+ files).
NMM is very slow and it's not uncommon to crash-out. So if you're switching multiple times per hour, MO has the advantage here.When it comes to files added or edited in the data-directory outside the mod manager, NMM is (blissfully) ignorant of any such changes but does keep all original mod-files unchanged under /VirtualInstall/. MO2 just replaces any original mod-file with the new copy (or is this a configurable setting?) while Vortex does give a warning if you will replace original mod-file or revert back to original mod file.
MO1 you'll really no idea if the file is replaced or put into /overwrite/. For any new files MO puts them into /overwrite/ while Vortex at the moment doesn't do anything with these files.Both MO and Vortex allows per-profile game-settings and save-games while NMM does not. MO includes editing of games ini-files while Vortex does not - since it's recommended to use Bethini anyway this doesn't really matter.MO1 does allow to not load dummy-BSA and let BSA override loose files, neither MO2 or Vortex allows this.MO does allow unpackaging of bsa file-contents, Vortex does not.
Since you can easily unpack bsa with other tools if you absolutely wants this I don't miss this feature.Vortex limits all downloads to 1 MB/s unless premium while NMM and MO will use multiple downloads.The Vortex GUI is sluggish sometimes.So to sum up, features MO2 has that Vortex doesn't have:. Instantaneous profile-switching. Drag-and-drop editing of profile load-order and loose files load-order - downside is, you need to do this per profile.
Faster multiple file-download if you're not Nexus premium (unless your internet-speed. @rmm200: Nope, mods in MO are not read-only.
If a tool changes a file that change will either (depending on how the tool works) happen in the original file, thus affecting both profiles or the change will be (silently) re-imported into the mod and also affect both profiles.In MO2, prior to the latest release (2.1.2?), in-place edits will also affect both profiles, 'replacements' will be stored in overwrite and thus also affect both profiles (although it's easier to see the change). Starting with this latest release, MO2 will use the same behaviour as MO1 again.With Vortex, in-place edits will affect both profiles, replacements will be picked up and prompt an 'external change detected' dialog where you can either import the change to the mod (where it will - again - affect all profiles) or undo it so it affects neither.Vortex however does notice in-place edits, it just doesn't say because atm it can't do anything about it anyway - but in the future it may be able to restore the modified file from the archive. On top of that we may add an option to the 'external change' dialog to move the modified files to a separate mod where it can then be enabled or disabled per-profile.Thus Vortex, afaik, is the only mod manager with profiles where de-facto read-only mods are at least on the horizon. In all MO versions all file changes do affect all profiles. Left out one key MO feature.Mods are read-only.
Your mod shared with Profile A and Profile B will always be the same.Under Vortex, mods are written to. Changes Profile A makes to that mod will be seen by Profile B - and may break it.Since I mentioned 'Hiding of individual files (a feature that breaks other profiles relying on the files now hidden)' I would definitely not call MO for 'read-only'.NMM's mods placed in /VirtualInstall/ is on the other hand in practice read-only, since at least in my experience any normal game-tools will create a new file and thus breaking the hard-link and this means the original mod-file is still residing unchanged in /VirtualInstall/-directory. @rmm200: Nope, mods in MO are not read-only. If a tool changes a file that change will either (depending on how the tool works) happen in the original file, thus affecting both profiles or the change will be (silently) re-imported into the mod and also affect both profiles.In MO2, prior to the latest release (2.1.2?), in-place edits will also affect both profiles, 'replacements' will be stored in overwrite and thus also affect both profiles (although it's easier to see the change). Starting with this latest release, MO2 will use the same behaviour as MO1 again.With Vortex, in-place edits will affect both profiles, replacements will be picked up and prompt an 'external change detected' dialog where you can either import the change to the mod (where it will - again - affect all profiles) or undo it so it affects neither.Vortex however does notice in-place edits, it just doesn't say because atm it can't do anything about it anyway - but in the future it may be able to restore the modified file from the archive.
On top of that we may add an option to the 'external change' dialog to move the modified files to a separate mod where it can then be enabled or disabled per-profile.Thus Vortex, afaik, is the only mod manager with profiles where de-facto read-only mods are at least on the horizon. In all MO versions all file changes do affect all profiles.Thanks Tannin. I stand corrected. My experience with Mod Organizer sure made it look read only, with all changes going to Overwrites. Glad to know better mod isolation by profile is on the horizon. I really don't want changes to one profile to affect the others - I have a bunch of profiles.
Every mod category has it's own profile, not wanting to affect the others. Lots of mods just don't play well together. I'v been using mod organizer for about 3 years now and to me it has everything you could need as an average modder.How does vortex compare to this, is it better than NMM but not as good as MO? Let me know what you think. I havent used it yet but im curious to see if it's anything decent.What can Vortex offer than MO and NMM can't?Honestly there's only 2 things I miss about MO so far using Vortex. One is the ability to manage asset conflicts at the individual file level (hiding individual files rather than all or nothing like Vortex). The other is the ability to get my data directory back to a true vanilla state when testing things with multiple profiles.
Purge mods does a rough approximation of it but it doens't handle files generated by 3rd party utilities like bodyslide, etc that don't match the vanilla game directory structure. So switching profiles requires manually removing files in my case.Other than those 2 issues I find Vortex to be generally equivalent or superior to MO in pretty much every way. I've switched completely and am having an easier time managing my mods through Vortex now than I was through MO.