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Nexus Mod Manager: How do I change order of load?


CaptainChaos

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Sorry for this noob question, but despite using Wyre and Boss for Oblivion, I feel like I am missing something very basic here, but still cannot figure it out. I have a handful of mods, but if I want to change the order to ensure compatibility, is there a way to do it? And also, does it start from the top and finish at the bottom or vice versa? Thanks!
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  • 1 month later...

For instance, you have a Smithing mod that changes the recipe for upgrading the Ebony Sword (coz' that's your favorite) then you find a mod that changes the recipes to upgrade ALL weapons, BUT you don't want to lose the other recipe on the Ebony Sword which would happen if it loads AFTER your original mod... So you load the (newer) ALL recipe mod first, THEN you load your Ebony Sword mod second in which case it only overwrites that one specific item and leaves the rest of the recipes as they were in the mod...

 

AFAIK ... Doesn't NMM have little arrows in the Enable/Disable screen?

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What does the order of the load have to do with the compatibility of the mods?

 

Well load order is what allows us to change the vanilla (default/original) Skyrim. If two mods change the same thing, such as the ebony sword recipe in Perrain's example, whichever mod is loaded last will overwrite the previous mods in the load order. This is also why Skyrim.esm (the entire game of Skyrim with all its heightmaps, meshes, and textures) is loaded first. If it didn't, the game wpuld be impossible to mod, as vanilla skyrim would overwrite anything a mod changed.

 

And to answer your question, it should be easily changed by clicking on the mod you wish to change the load order for, and then clicking on the up and down arrows on the side of the screen. You do need to be in your list of mods, however, so you should bee able to see Skyrim.esm and all the other esp's you have. I haven't used Wyre or BOSS, but NMM seems to be incredibly similar to OBMM and you change load order the same way as that. I'm assuming that Skyrim NMM works the same way as Oblivion NMM, as I haven't used NMM for skyrim quite yet, but I've used it for Oblivion. It shouldn't be more than clicking the down arrow though

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What does the order of the load have to do with the compatibility of the mods?

 

Well load order is what allows us to change the vanilla (default/original) Skyrim. If two mods change the same thing, such as the ebony sword recipe in Perrain's example, whichever mod is loaded last will overwrite the previous mods in the load order. This is also why Skyrim.esm (the entire game of Skyrim with all its heightmaps, meshes, and textures) is loaded first. If it didn't, the game wpuld be impossible to mod, as vanilla skyrim would overwrite anything a mod changed.

 

And to answer your question, it should be easily changed by clicking on the mod you wish to change the load order for, and then clicking on the up and down arrows on the side of the screen. You do need to be in your list of mods, however, so you should bee able to see Skyrim.esm and all the other esp's you have. I haven't used Wyre or BOSS, but NMM seems to be incredibly similar to OBMM and you change load order the same way as that. I'm assuming that Skyrim NMM works the same way as Oblivion NMM, as I haven't used NMM for skyrim quite yet, but I've used it for Oblivion. It shouldn't be more than clicking the down arrow though

 

If the load order is like that then couldn't you just activate one after the other?

Since armor mods can't overwrite anything right?

And if you have one recipe mod that mods all and one that mods only ebony couldn't you just activate the recipe mod for all first then ebony second to overwrite?

If it's like that then the load order number wouldn't matter right? I mean the for things such as recipe overwriting mods activate when you want them to right? Like with clothes you choose when to add them with player.additem

Edited by Gene098
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it's the order in what they are loaded. As pointed above, if two or more mods changes the same object (here taken in broad sense, not only items and placeables), the changes from the last loaded mod is used, the first mod still have the non "conflicting with another mod" modifications applied.

 

but, what was asked was not yet answered, to change the load order just drag the mod to the desired position at the first tab of NMM (the tab "Plugins", simple as this.

Edit: Sorry, I saw too late it was already answered.

 

The order at the Mods tab is not relevant ... but sometimes the order in what the mods are "installed" is fundamental. That is the case where two or more mods physically changes the same file.

Edited by nosisab
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it's the order in what they are loaded. As pointed above, if two or more mods changes the same object (here taken in broad sense, not only items and placeables), the changes from the last loaded mod is used, the first mod still have the non "conflicting with another mod" modifications applied.

 

but, what was asked was not yet answered, to change the load order just drag the mod to the desired position at the first tab of NMM (the tab "Plugins", simple as this.

Edit: Sorry, I saw too late it was already answered.

 

The order at the Mods tab is not relevant ... but sometimes the order in what the mods are "installed" is fundamental. That is the case where two or more mods physically changes the same file.

 

Well I have a problem as well but it doesn't seem to concern the load order since it doesnt appear there.

One mod is a body mod while the other is a feet mod. However the mods both use the same file femalebody. something something...

So how can I make it so that the body mod and feet mod work together even though when I activate them on NMM they have to overwrite each other?

How does load order apply here? Or does it not because I don't see their files in the plugins section of load orders for NMM.

 

Same applying to the hair mods, some replace each other so I wanted to know how to make it so they all work together

Edited by Gene098
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De- activate then re-activate them in order ... i.e you want the body from mod 1, the feet from mod 2 and the hair from mod 3 activate them in that order, NMM will pop up a warning to say that such and such a file has already been installed by mod 1 when it asks to overwrite/update the body file, say no, when it asks about the feet file, say yes, same with the hair mod, body file = no, feet file = no, hair file = yes) and it will overwrite only the files you nominate ( i.e. the feet then the hair) ...

 

Should work, if not, you may need to ask the mod author (politely) if he wouldn't mind making his mod compatible with the *x*x*x*x* mod

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De- activate then re-activate them in order ... i.e you want the body from mod 1, the feet from mod 2 and the hair from mod 3 activate them in that order, NMM will pop up a warning to say that such and such a file has already been installed by mod 1 when it asks to overwrite/update the body file, say no, when it asks about the feet file, say yes, same with the hair mod, body file = no, feet file = no, hair file = yes) and it will overwrite only the files you nominate ( i.e. the feet then the hair) ...

 

Should work, if not, you may need to ask the mod author (politely) if he wouldn't mind making his mod compatible with the *x*x*x*x* mod

 

I think compatibility is the issue here since the body and feet share the same female.body something file, I tried only replacing one of each for ex there are 2 female body files from each so I tried keeping one file and replacing the other and vice versa but it can out horribly. You need both files to make it work right.

 

Also for the hair mods, are you only allowed to have 21 hairs in total? Because when I tried adding a new hair mod along with one I added previously they share the same hair01.nif - hair21.nif and if I wanted to add I would have to replace....Does anyone know if this is true or if there is a way around this?

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