Mod Organizer v0.7 beta Description: ------------ Mod Organizer (MO) is a tool for managing mod collections of arbitrary size. It is specifically designed for people who like to experiment with mods and thus need an easy and reliable way to get to install and uninstall them. MO has several unique features not found in any other comparable tool. Features: --------- - Mods are kept completely isolated from each other -> no more messy data directory (1) - Profiles (2) - Drag&Drop load order AND installation order management - easy installation and uninstallation of mods - GUI support for manual - Savegame viewer - active required mods from save game - Archive Invalidation - Categorize mods for better overview - easy overview of file conflicts - complete help system - Supports Oblivion, Fallout 3, Fallout NV and Skyrim - no installation, no dependencies. Just unpack and go ToDo: ----- - omod and fomod support - download & install mods directly from the gui - speed up savegame viewer Mod Isolation (1): ------------------ What mod isolation means is that each mod is installed into its own directory outside the actual data directory. Through some magic MO then shows the game (and any other 3rd party tool that works on the data directory) a "virtual" data directory that is a merger of the actual data directory and all the mod directories. This way no file ever get overwritten when you install a mod and your data directory can remain in a vanilla state. You can simply change the "installation order" of mods from the gui and deinstall or temporarily deactivate one without breaking other mods. Profiles (2): ------------- With MO, you can have different mods active in different playthroughs. You can consider the installed mods as a pool of mods and for each profile you can have a different set of them active. Disabled mods will not be visible to the game, as far as the game is concerned, they are not there at all. As an additional gimmick, you can set up a save game filter for each profile so that when started with that profile, only save games of the specified character are displayed in-game. NOTE: this save game filter is experimental. It may cause the game to create save-games with save-numbers that have already been used, but as far as I can see, that has no negative impact. Installation: ------------- Just drop the directory contained in the archive into your game folder (or in any subdirectory of your game folder). When you first start MO you need to set up your first profile. IMPORTANT: If you run Skyrim, you will also have to change the load mechanism from the settings dialog: If you are upgrading from omo, you can move mods and profiles from your omo directory to the ModOrganizer directory. For the Fallout variants, rename "omo_mods" to "mods". Load Mechanism: --------------- To work its magic, a part of MO needs to be active while the game is running. To achieve this, you can start the game from the MO User Interface. The GUI also offers the option to create shortcuts that will activate MO and immediately run the game (or related tools). HOWEVER, this mechanism doesn't work in all setups! Notably, the Steam version of Oblivion and Skyrim can not be started directly and so this mechanism fails. MO offers two alternative methods: - Script Extender: If you have a Script Extender installed for the game (obse for Oblivion, fose for Fallout 3, nvse for New Vegas or skse for Skyrim), you can have that activate Mod Organizer. NOTE: at the time of writing, skse has not yet been released. - Proxy DLL: In this mode, Mod Organizer replaces a dll that is part of the game by one that loads the original dll and activates MO. Currently I use the steam_api.dll for this. Please note that I have only tested this with Skyrim and New Vegas. If you use this last method, please deactivate it from the MO Interface if you want to get rid of it. If you load MO through either Script Extender or the proxy dll, you can still but do not have to run the game through the User Interface. Compatibility: -------------- The Mod Organizer works with almost any tool I've tried so far. What this means is that they can be made to work on the "virtual" data tree. Among the tested applications are: obmm, fomm, TES Construction Set, GECK, TES4LODGen, TES4Edit, FO3Edit, BOSS, Fake Fullscreen (Oblivion and Fallout). Wrye Bash and Fallout Variants are a bit more difficult. They only work if you're using a 32-bit python or the standalone version. Please note that these tools will write to the actual data directory (i.e. fomm installing a mod, GECK saving a plugin). These file are then not under the control of MO. MO is compatible to Script Extenders insofar as they work alongside each other. However, since *se works very similar to Mod Organizer, its impossible to guarantee MO becomes active before *se. As a consequence, you should not try to manage *se plugins through MO. Contact: -------- If you want to contact me, for example to report a bug, please send an eMail to sherb at gmx.net License: -------- Uses Qt licensed under the LGPL Uses 7-zip by Igor Wiktorowitsch Pawlow licensed under the LGPL (unrar restrictions apply) Uses Icons from the Tango Desktop Project omo_archive.dll is released under the same license as 7-zip. For source code, please send an eMail The rest of omo is freeware Changelog: ---------- - 0.7: initial release with Skyrim support. UI cleaned up, save game filter, additional load mechanisms, performance improvements, bugfixes