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SFSE and Mod Manager 2


Harlech

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How do I use SFSE and Mod Manager 2 together? Both say to launch Starfield from their particular program. I have seen some threads with SFSE and Vortex where the instruction was to use SFSE to launch the game after the mods were installed with Nexus. Since Nexus and Mod Manager 2 work differently I am not sure that would work. Would love some assistance from anyone that has the 2 working together.

Harlech

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  • 2 weeks later...

A version of MO2 which will work with Starfield is currently being developed and is in beta now - but has not been openly released. When MO2 is released and is publicly available, the information will be posted in the pinned topic Helpful Links, References, and News.

 

As for Vortex, the Nexus team is also currently working on it, though Nexus is currently also developing a new mod manager which will replace Vortex.

 

As of now, neither Vortex nor MO2 work properly with Starfield, and people should be installing mods manually in order to ensure that the mod files are placed in the proper location (which is the \Documents\My Games\Starfield\Data location)

 

As for SFSE and mods requiring it, it is probably best to just avoid using them at this point in time, due to the lack of knowledge as to how Starfield works under the hood (more a problem with mods that are being made which use SFSE, than with SFSE itself, though the SFSE team has said that they still are working on understanding fully the difference between Starfield and previous Bethesda games).

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I think anyone engaged in early modding should take the opportunity to fully learn manual modding inside out. For those of us that have been using computers forever, manual modding (outside the issue of maybe simultaneously adding a massive number of stable mods in a single operation to a well established and supported game years after release) is the only logical way to go.

 

People say manual modding is "too hard", but the form of modding used by Beth open world games is at a tech extreme, and learning about file operations, folder locations, file types, and editing Human readable file formats is hardly rocket science. And people who learn a little more about their hobby have more fun, down to feeling more empowered and less helpless.

 

Sadly tech companies, like Nexus, make too much easy money of those that the industry call "whales". Ill-informed lazy people with more money than sense. A moral quandary since such easy targets finance many of the online services more informed users benefit from. Nexus lost a lot of very good modders with their automated mod systems, for instance, because said mod authors did not want to bend over and give up their 'rights' in the name of making someone else money. The irony being that Nexus should have never given mod authors such god like powers over how their hosted mods here were treated in the first place. The Nexus TOS should ALWAYS have allowed Nexus to continue hosting the mod with no ability for the author to take-down a working mod - a simple exchange of 'goods' - free hosting with the author accepting continuous distribution, which is an actual legal model of longstanding.

 

Anyway with the gamepass version needing a lot of extra steps to mod,and with the game only having success on the Xbox store (down to how crummy the game really is, and how cheap so many gamepass versions go for in reality), automated modding currently excludes the majority of punters.

 

Worse- much worse. Starfield has sold on the basis of mods to the naive, as witnessed by so many laughable requests here- as if the entire idea of Starfield is a game where immediate mods are a SERVICE included in the purchase price. Of course, every informed modder and mod user knows the good stuff is literally years away, with the two year journey to Starfield 2.0 (entirely recreated by the community) involving a vast amount of learning, experimentation, and mod porting from earlier games.

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