mo2 overwrite. Thanks! Run Wrye Bash and create a bashed patch. mo2 overwrite

 
 Thanks! Run Wrye Bash and create a bashed patchmo2 overwrite For the CK executable settings in MO2, the fields should look something like this: Binary: C:GamessteamappscommonSkyrim Special EditionCreationKit

Ok I'll check that but this, but are you saying that mods in MO2 can overwrite the . Select FNIS on the list, then tick the option "Create files in mod instead of overwrite", and type the name you gave the folder in step 1 (FNIS Output). I've posted screenshots below of my MO2 window including the load order on the right hand side and ones of the overwrite file issue. Now you go to the bottom of the left pane. They all go to MO2 Overwrite, or path that you have set for output content in MO2. Be sure if you are using MO2 to place Community Shaders above (lower priority) all of its shader feature mods. Hello, I'm new to MO2 and was happily installing mods into Skyrim SE (Avoiding AE for now until more mods are updated) then I noticed I am getting some files in the overwrite section. Alternatively, click Tools>Settings or hit Ctrl + S. Thanks. On the right-panel of MO2, click the "data" tab and go to the following folder: Data > Tools > GenerateFNIS_for_Users. For brevity's sake, I will assume that you know how to install BodySlide and integrate it into MO2. Hopefully these will be of use to you!How to. Overwrite files can either be left alone or put into their own mod. bsa in the load order. Run it. MO2 and SSEEDIT - Overwrite question. ini" In INI file you could specify:. PC SSE - Help. There you can select the profile that contains the mod you want to reinstall. . Copy the master to the mod folder. And since you're just starting with MO2: Tools -> Plugins/Tool Plugins -> INI Editor. Parse Archives: MO2 settings -> Workarounds -> Parse Archives (experimental). The typical rule of MO2 is that whatever is at the bottom overwrite what at the top. Of course I keep the nemesis homemade mod at the highest priority so that it can override everything it needs to write. Please note the MO guide's description of 'Overwrite'. ini" If you are using MO2 - it will be here - "MO2overwriteSFSEPluginsSaveTweaks. Also, seems like to OP when creating the Nemesis executable configuration did not set the "output in. Once it's finished (which may take some time if there are a lot of mods adding anims) it should produce output files in either the Overwrite mod or the mod it was pointed to in the config. PC SSE - Help Is there any way to recover files deleted from "Overwrite" folder in MO2? I deleted patch files I had in the folder by mistake, but instead of going to the bin, the files just disappeared. Things in Overwrite will always take precedence in case of conflicts so it’s usually good to keep it clean of anything that isn’t a log file. . The typical rule of MO2 is that whatever is at the bottom overwrite what at the top. A mod that installs after another will completely overwrite any conflicting files installed by a preceding mod. ba2's for it (if any) Select and right-click, send to *. If a tool used through MO2 creates a file it's placed in the overwrite folder by default. The only way these settings stay with the game with a new start is if I create a new mod from the MO2 overwrite folder and activate that mod. For example I've had some script-generated level list changes that I wanted to generate a Bashed patch for, and that won't work if they're in overwrite since overwrite would load after the bashed patch. I've tried uninstalling the game and deleting all local files that remained then reinstalling. This way you control exactly what is changed and how by intercepting it for inspection and manual sorting/placement into the very robust virtual file system that this software creates to. 2. seemed not to like it. Make sure in, MO2, Nemesis is outputting it's files into a unique mod not it's self or the overwrite folder, make sure precision creatures mod is above Nemesis and it's output mod in the left hand pane of MO2 If you're not using MO2 I can't help you, I have no idea about Vortex only that is loves creating issuesTHX gonna try this. The right panel. Reply replyOverwrite is where MO2 puts files that get created because it doesn't know where you might want them to be stored - if at all. You can leave them where they are, it won't cause any problems and FNIS will be applied properly, or you can create an empty mod at the. The look on the right side , there is a "button" , it will either be checked or not it's for redirecting BS files. This mod should appear at the bottom of the list just above Overwrite, if it's anywhere else in the list the right-click on it and select Send To. Sort the left pane by priority. Any other behaviour you may have seen with any tools run from either MO or MO2 were in error, this is how it is supposed to work. go to long top right dropdown menu. Mainly mods not showing up in the menu. Select the Outfit/Body as shown (you can select the preset you want) and click on Settings. create global Instance. So I’m still fairly new to modding, and I watched a video last night about how to properly set up Bodyslide using Mod Organizer. MO2 Overwrite folder??? i dont know what to do. Paste into MO2's Plugin folder, usually located at MO2's Installation Directory (Not Instance folder) Enjoy! How to Use: Create or use an. This should take you to the folder containing the modding data which will includes the mods, profiles, overwrite and downloads folders, along with a configuration file ModOrganizer. AutoModerator. When done right click on overwrite and select then name the mod DynDOLOD - Textures. Click apply and OK. Click OK, then launch BodySlide from the dropdown list like you do skse. Batch Build is run, Build Morphs is checked. MO2 dumps output generated by programs running under its VFS. . Because of this MO2 has a completely new vfs library (called usvfs) that was made to support 64bit programs as well. Lastly advise if the WB you are using is the standalone version or not. MO2 makes this easy-peasy. Sometimes MO2 will create . Extra note I use my Game Junk folder for any mods that generate files during the game. It will now be saved to the Overwrite folder. FIles of SkyRE, DSR, Nemesis/FNIS, which aren't detected by MO2, will go into overwrite unless you create an empty mod and set that. WARNING!!! Delete anything else you have in the overwrite to only keep the meshes and textures folder. I have 1 mod that conflicts with 2 meshes, Majestic Mountains and I let it overwrite Resources. 1. MO2 overwrite-style system for gathering mod/tool outputs. py. In MO2 use the folder icon above the mod list and select Open Instance Folder. ago. Something similar would be useful for Vortex – the purge. bat from within there. ENB & ReshadeNext step : 11. I have moved CBBE to the bottom of my load order. To reset everything in MO2 and restore the game to vanilla, assuming you haven't done anything that polluted the game folder, all you should have to do is create a new profile via the card button in the toobar. Click on the Open List Options icon above the left panel (tools icon) and select Create Empty Mod. While the cache-files created by running SSEedit and appearing in /overwrite/ are irrelevant then it comes to 1, 2 and frequently 3, these cache-files will still trigger a warning in MO2's upper right corner and having zero warnings is the main. In my experience, you can get away with adding graphical mods (textures, shaders, skyboxes) almost anytime, so long as thet arent overwritten by another mod. If they're already in there, from having done it before you set up MO2, that's fine. Mine are sitting in the default overwrite folder: MO2OverwriteSKSEPluginsCharGen*. Advertisement. "Skyrim Special EditionDataMO2 SSEoverwriteMO2 SSEoverwrite" within, it has its own overwrite folder, with its own meshes, leading to the path of the armor that i tried to create, but with a missing mesh. make sure the mdos in mo2 are sorted by priority then you can drag mods wherever you want. Indeed they are. IMO not keeping the Overwrite clean is close to not using MO2 at all, you might as well let everything pile up into the game folder and miss most of MO2 advantages. exe' file found in the Morrowind directory (under /Mopy). The "overwriting" files are the FNIS output. EStrock wrote: Thanks for the tip Legend! I got it to work in MO2 with the same value. Hello, I'm new to MO2 and was happily installing mods into Skyrim SE (Avoiding AE for now until more mods are. Installed/enabled mods, file overwrite rules, plugin order, plugin groups (LOOT groups), and plugin-to-plugin specific load order rules all have their own screen. That is true in both left and right panes. 6 Posted July 17, 2019 I've been modding SSE using MO2. When you want to create a mod from MO2's overwrite folder a couple of things need to be happening. Sorry if this explanation is weird, i just don't really know how to explain it that well. Take a look in the left pane where you see all your mods you installed. Question about MO2 and Bodyslide. This mod should appear at the bottom of the list just above Overwrite, if it's anywhere else in the list the right-click on it and select Send To. this is because SKSE resides outside your Data folder , and MO2 only manages files that would be installed inside the Data folder. With this plugin installed in MO2, simply run SSEEdit as usually and when you close it, this plugin will automatically place any ESP/M/L files into the overwrite directory, saving you some of the hassle. exe and launch it. Double-clicking will show you the contents. Delete anything else you have in the overwrite to only keep the textures folder. Install mods into the appropriate separator. The multiple opening and closing windows is normal for FNIS. The werewolfmastery. . So files = left pane, plugins (records) = right pane. 3 Details This is an example of what had happened. Sort the left pane by priority. Now we can go back to MO2. I had tried to clean up my profiles and had placed all new Overwrite SKSE files into a empty mod file that was selected but labelled to a profile for some weird reason it . As MO2 creates a virtual file system according to the current profile and mod order each time it runs an external program - including Skyrim of course, the on-the-fly created files are kept in a safe location acting as repository as well as to overwrite the base structure (to reflect changes without compromising the base mods). ini modifications have to be done from within MO2 using the menu options provided. open the archive and copy the file named rootbuilder. In that folder find GenerateFNISforUsers. ENB & Reshade. 00. This has always been MO's behaviour, MO or MO2. Tannin42, on 04 Feb 2013 - 08:42 AM, said: Â Â Â @X-buZZ: MO doesn't delete files, "Optimizer Textures" does! What the tool does is create a new. This is a bad place for it, because some modding tools have strict running orders and having content there can mess them up. I used vortex and the settings saved but then the menu didn’t pop up. Shuffle patches and overwrites as needed. While the cache-files created by running SSEedit and appearing in /overwrite/ are irrelevant then it comes to 1, 2 and frequently 3, these cache-files will still trigger a warning in MO2's upper right corner and having zero warnings is the main. MO will then update files there instead of putting them into overwrite again. The guide needs to be updated for new versions of MO2. 4. r/skyrimmods. 0. So first make sure Overwrite is empty, then run GenerateFNISforUsers through MO. e. Hello all, I am running into an issue where I went through and cleaned my skyrim files following Nordic Skyrims guide. At the top left, there's a row of icons. literallybyronic • 4 mo. Last time I checked, it wont let me overwrite anything and installs as a seperate mod. never got stuck at 99%. ago. Goto MO2 menu tools -> Workarounds tab -> [x] Enable archive parsing With that option enabled, MO2 should show Skryim - Misc. After running it everything it generates will be in Overwrite. also shows you the new location of files and how it is easy to stay from from CTDs. In SSEEDIT, once I got done cleaning, I noticed he had backup turned off in the screenshot. The main difference between the two is that the virtual file system (vfs) used by Mo1 does did not support 64bit games. Yikes. > Bottom. Mo will put it as if there is a conflict but its more like you are allowing a better file to overwrite the other even thought that is not the case because the texture in the bsa is just redirected to the loose version. call the other, DynDOLOD output. In the normal Windows file system, the Overwrite directory exists in. I just don't want to spend time comparing hundreds of individual conflicts I'd rather just let MO2 overwrite and be done with it. When you are finished save your modified mod. use a unique meshfile name or the foldername of the bookofuunp folder compare the hits you get in the mo2 mod folder. You can delete it AFAIK but TES5Edit would just recreate it next time you run it. . 3: In MO1, if you run a tool through MO1 that replaces an. I have never actually used NMM. 2. Tips below. makes you some re-shade files and skse file plugins If you use MO2, anything that Skyrim or SKSE plugins create file-wise will be by default put into MO2's "overwrite" folder. The result changes slightly each crash, but Skyrim. If using MO2 close xEdit and move the new ModGroup from your overwrite folder to your Unofficial Skyrim Special Edition mod folder in the left pane of MO2. Copy, not move, MOD-Name. If it's on your Skyrim Directory and not in overwrite, you can fix it by opening the Overwrite window in MO2, opening the Skyrim game folder, click and drag the Bashed patch onto the overwrite window so it's copied into it, delete it from the Skyrim directory, then create the mod from Overwrite as normal. Award. esm - Cleaned". This way you control exactly what is changed and how by intercepting it for inspection and manual sorting/placement into the very robust virtual file system that this software creates to protect your actual Fallout installation. When a mod, application or other tool run via MO's VFS implementation attempts to create or update a file, it gets redirected to the Overwrites folder. Low AP Effect for. e. BSAs follow load (plugin. esp inside MW main folder. g. This means Vortex is the better option, since you can preview more type of files than MO2 allows you. I don't use FNIS, and and Nemesis generates a fnis. The body slide is free to rotate or not. • 2 yr. Double click on MO2 overwrite (at the bottom), you should have this. When you run GenerateFNISForUsers, the files should go into a mod named. This section of the guide walks you through three steps; creating an empty mod in MO2 for the cleaned files, cleaning the files and lastly moving the cleaned files to the created empty mod. But most of the time, if a *. esp from the mods window to the MO2 Overwrite window. ago. The order of mods in the left-hand list determines priority for loose file conflicts so you do need to take. For creating a new mod, right-click on the list of your mods and select "Create new empty mod". ShaderCache pretty much will always pop up anytime you load SkyrimSE. Posted August 30, 2020. This result is on a profile with only . For FNIS in MO I always create a mod out of it and name it for the profile I'm using. also can find your virtual data folder in the MO2 folder called explorer++ and explorer++. While in the main menu, Community Shaders should start compiling shaders. If that's the only folder in Overwrite then it should be. It does not apply to MO2 users as MO2 mods are not actually installed into the data folder. You should also see a highlighted mod when you click on a mod to let you know if it is overwriting a mod or being overwritten. ago. The answer is always MO2 due to the control it offers for load order and overwrites (meaning you can decide NOT to overwrite certain files even if the load order would otherwise do that). 3. esp and no Grass Cache Fixes. Any SKSE plugin that creates an ini or log. VaneixusPrime supporterHere is a tip to help keeping new files from dumping into the Overwrite folder in MO2. Files that already exist are now modified in place instead of being moved to the overwrite folder. In this example, the mod contains a number of sub-folders for different options. This video has been updated = ) HERE: the suspicions were confirmed - many . ModGroup file into your USSEP mod. I tried to copy vMYC folder from the Familiar Faces zip and MO2 overwrite folder, it didn't work. Download MO2 and install it in a folder of your choice. It is now actively maintained by a team of developers, from all backgrounds, and is now able to do much more than Tannin ever envisioned. For one thing you might try different setups for certain mods and don't necessarily want to permanently overwrite what was already there, so this. Do not let it use the default data folder for generation. Go to MO2 and open the big dropdown on the right, and click edit. hey is it possible to change the mods path of mo2 to direct game folder like nexus mod manager does? i mean i want mo2 to install mods like nmm does; overwrite game's data folder. ini). It is best to keep the ModGroup with the mod. Go to your desktop, right click the shortcut that was just created and go to Properties. As for the SKSE output, I personally always make an empty mod in MO2, call it SKSE Output and drag&drop the SKSE files in there, keep it activated and keep it last in the left window of MO2. If you install/remove new animation next time. hope this helps. esp is supposed to be merged with the moonlight tales mod according to these steps: Step 1: Download and install the file 'Moonlight Tales Main 2_05' on this mod page via Nexus Mod Manager. Posted March 2, 2022. , "Update. It was just working a few days ago, but I had to turn all my mods off for a second to test compatibility between two other mods that were throwing a fit. However, the video explained that since I’m using Mo2, the path should be changed accordingly to MO2’s overwrite folder, so I set the Game Data Path to D:Modding FolderMod. Go to where it says “create files in mod instead of overwrite” and select the mod you just created in MO2. I have drug this into the mod multiple times, but it keeps reappearing. You can configure each tool to use a different folder if you want to. bat as an executable in MO2. After cleaning all of your plugin files, you will notice MO2 is warning you about files in your "overwrite" mod. Type Grass Cache - Combined and click OK. Meanwhile, MO2 has the same level of complexity regardless of how many mods you hae installed. Create a single mod from Overwrite (right-click Overwrite > Create Mod), which only removes the warning and doesn't actually tidy up the files. This only seems to affect DD items like corsets, dresses, boots, and some gloves. 5) Use bodyslide to build everything you want and exit back to MO2. Close MO2. If an active mod and the overwrite folder have a file with the same name the one in the overwrite folder is used. cause when bodyslide outputs it looks to overwrite anything with the same name, you can change this behaviour by shift clicking on batch build and it will ask you a location to build. BSA; Batch build; Exit bodyslide; right click on "overwrite directory" > create mod Let it overwrite everything. Here's a more in-depth explanation. When a mod, application or other tool run via MO's VFS implementation attempts to create or update a file, it gets redirected to the Overwrites folder. Doesn't seem to have anything to do with these settings loader mods by maskedrpgfan. In MO2 you can edit the executable to output to a specific mod, which is the recommended method. MO2 puts files in Overwrite when it doesn't know where to put them, so you need to move them out yourself and put them in the mod folder that they're supposed to be in. There is a line below arguments that says "Overwrite Steam AppID". pgorbas commented on Dec 13, 2021. ini's to edit ( fallout. It's not related to your CTD though. 3 Details This is an. The nemesis output folder is something you're meant to create in order to organize files that would otherwise go to your overwrite. After running the game there may be some saved files in the "Overwrite" folder which should either be moved to the. NET Script Framework appears to yield nothing, as the crash seems to occur before it has a chance to launch. Overwriting a File, Part 1. It is called Overwrite because it always takes the highest priority and so any files in there will always overwrite everything. MO2 allows you to overwrite other mods virtually, so all of your mods remain fully intact and can be easily tweaked later on. If you have multiple profiles (for instance, I have 2x profiles for Ordinator + 2x profiles for Requiem), you should keep the "Overwrite" folder empty to avoid any confusion/conflict. MO2 only puts new files into the overwrite folder. After converting Serenity to Vortex, switching from blank profile in Vortex takes 31 seconds while game startup takes 44 seconds. These files are typically newly created files, usually generated by an external mod tool (i. I have downloaded the exe file and moved it to a folder inside the main Mod Organizer 2 folder. everytime you re-run it itll just place files in overwrite. 导出的路径是 MO2overwriteSKSEPluginsCharGen ,导出的有模型 . Go into MO2, open up Settings (click the tools icon). You can make a blank mod, call it something like BodyslideOutput, and then use the option to have the bodyslide output put into that folder, and not the general overwrite folder, thus allowing you to swap profiles easier. Move the extracted folder with the . What I like to do is create an empty mod in MO2, name it something like Bodyslide Output, and when the time comes to build your outfits, hold Ctrl then right click 'Batch Build' and select the custom output folder. 76 Posted January 15, 2017 I'm finding the latest MO2 very smooth and efficient for my Skyrim SE - almost back to the good old days. Delete "Shader Cache" folder from the " ~Data " folder, or in the case of MO2: from the MO2 " overwrite " folder if it exists therein. Meshes should overwrite Vanilla and mods unless the mod indicates otherwise. Posted. Just run FNIS as per usual. Tick Create files in mod instead of overwrite (*), expand the dropdown, and pick HIMBO Bodyslide Output (or whatever you named the empty mod from before). Now when you go to the drop-down at the top-right of MO2 (next to the "Run" button), it should be. An esp file called "WaterDoesDamage" is created and stored in my MO2 overwrite folder. I understand the biggest mod managers in development right now are MO2 and Vortex; here's hoping they eventually get the ability to force file writes to go to the overwrite folder instead of actually modifying files. Click on the Open List Options icon above the left panel (tools icon) and select Create Empty Mod. Mo2 Overwrite folder confusion Im toying a bit around with bodyslide, trying to make some armors fit my cbbe body. 4. MO2 folderoverwriteSKSEPluginsCharGen *note that "MO2 folder" Is just a made up name and it probably has a different name for you based on what name you gave it first during Mod Organizer 2 installation/portable installation. Load order controls which internal game records (NPCs, quests, items, locations etc) take precedence. If the file exists it is edited if it is a new file it will be created and found in 'overwrite'. Create a folder named "Root" in it. It is where MO2 places new files that it does not know what else to do with. Usually, you can just leave these files in the overwrite and ignore the warning. That is better, yeah. It should then be able to see the mod files in the virtual data folder. For each file the current "winner" is shown in a drop-down list of mods supplying the same file, meaning to pick another "winner" choose another mod from the drop-down list. MO2 could thus generate a file with the same name in a different location using the ovewrite folder. Watched the GamerPoets videos a couple times, most things make sense, but I'm struggling a bit understanding how to use the Overwrite mod or Overwrite folder. As far as telling what goes to what mod in overwrite you just kinda have to look at the file/folder names. 2 not the legacy in mo2 plugin tab it says version 0. Yes, that is exactly how you do it! All of the "new stuff" that is created gets automatically put into the "overwrite folder". Mainly for MO2 users to prevent the INI from repeatedly generating in their Overwrite folder. There's also experimental support for using MO's file system and linking to achieve a similar result. Could be a nice addon in instructions to point that, as I find cleaner/better to not let the overwrite folder getting clogged with outputs from multiple tools, and always "create separate mod" from it when tools finished. 次にMO2でoverwriteを右クリック、「MODを作成」を選んでください。 これによりOverwriteの中身をそのまま新しいMODとしてインストールできます。 わかりやすい名前を付けてください。 自分の場合、「MOD名 Patch for プロファイル名」とつけています。By default, MO2 creates content to Overwrite folder. 1. Left is plugin load order. troy--. . The one aspect of Mod Organizer 2 that I haven't been able to make sense of is the "overwrite" folder. Select FNIS on the list, then tick the option "Create files in mod instead of overwrite", and type the name you gave the folder in step 1 (FNIS Output). So by doing it this way, it then removes everything out of the overwrite folder that needs to. mo2의 강점 2는 모드별로 파일이. File inside a BSA, will overwrite one with same path/name that is inside a BSA that has a lower priority. Under game hit the advanced arrow. OVERWRITE FOLDER: The overwrite folder is found at the bottom of the left pane, and is used to store files MO doesn't recognise, because it doesn't know where to place them. The way MO2 adds new files is to follow three rules: If the file already exists in a mod then that file will be overwritten, nothing will appear in Overwrite. Reinstall the mods, or ignor the triangle? Help. For example, you could change the FO4LODGen executable to point its output argument to your MO2 Overwrite folder and simply create the mod from there. because of the way mo2 is creating these folder paths, the data files arent saving. The mod name will be greyed out in the. to download the Nolvus DynDOLOD presets. For FNIS in MO I always create a mod out of it and name it for the profile I'm using. SSEEdit, CK, LOOT etc. Then drag SIMM to a higher priority than Noble. Of course I keep the nemesis homemade mod at the highest priority so. And then did a search on my rig. If you was to make a merged patch in SSEdit it will appear in your overwrite folder. Sometimes the file <my-plugin-name>. What the DynDOLOD log shows is that there is no Grass Cache Fixes. esp and I have my plugin with the changes saved. Install the Community Shaders dependent shader features that you wish to use. Back in MO2, right click the Overwrite panel at the bottom of the mods pane and select Create mod. Community Shaders will create a folder called "Shader Cache" after its initial compilation process. dds, the order of mod 1 and mod 2 doesn't matter. Mod Organizer 2's file path is C:Modding and C:UsersumutgAppDataLocalModOrganizer. Go over to the right pane and click on the Data tab. This is what MO2 is good at. 1 Armors & Clothes Physics Next step : 11. I made an empty mod and named it overrides and just move all the override content to that empty mod I. Since we only have the first PCEA mod right now, the engine will pick that up and generate the output. 3. Lower in the order will overwrite what is higher. dll is located at DataF4SEPlugins in Fallout4 game directory. Setting Core Affinity to improve performance (courtesy of Aerialvas) Simplest method: Download your Creation Club mods while running the game through MO2. At this point you can just install the texture and be fine because the loose texture will overwrite the one in the bsa. Settings -> Workarounds -> Enable Parsing of Archives. When you run it you can run instance manager from left top corner, where list of detected games are found. exe, right-click on it and select "add as executable" and click OK on the new window. TexGen output needs to overwrite DynDOLOD Resources and also any other assets from other mods. (or changes to vanilla files) will be copied to overwrite. Uses improvised "sub-folders" for nice structure and to see relevant mod conflicts. ; Done! Run the game as usual by selecting and running Oblivion from the dropdown menu. Greg. The Overwrite mod is the folder where MO2 will place any new files created by modding tools like SKSE, Creation Kit, FNIS/Nemesis, BodySlide, etc. When Root Builder runs. MO2's Overwrite & How to Handle It || How to Mod Organizer 2. I remember from watching a tutorial on using MO2 which addressed overwrite files, explained that creating a new mod with them is almost always the right thing to do so I did that (New mod named JustMods INI Output) however it says that there's no valid game data for it. In this video, i'll be providing a few tips that i've learned over the course of time i've used Mod Organizer 2. However, in addition to the grass cache files, the Overwrite folder will contain multiple crash logs from NetScriptFramework so, again, it it not important that it be cleared. Drag the whole "scripts" folder that show up in the "overwrite folder menu. The left panel will determine which files will be directly overwritten : textures, meshes, scripts (sometimes esp files if you downloaded the translation or body conversion of a mod for example) : anything file in a mod's Data folder. could try leading it to your MO2 Exe but if it works, leaving it blank is probably best. I recently moved from Vortex to MO2 so i have had to relearn how to mod using MO2. Vortex has all its information split up onto different screens. I think the one found in the internet was from a previous build/localized. If it's just a simple retexture (and the ESP is indeed empty), then yes, you're perfectly safe unpacking the BSA. I assume you have already done that. MO2 uses a Virtual File System, the mod files are showed to the game and programs that are launched from MO2, but they aren't actually in there and instead each mod is kept in its own separate folder, so no files actually overwrite each other and you don't duplicate hundreds of mods as the access to the files are simply redirected instead. If the file does not exist in any mod but the executable has a "Create files in mod" defined in its configuration then the file will be sent to that mod instead of Overwrite. I have drug this into the mod multiple times, but it keeps reappearing. In the dialogue name the mod "BodySlide Output". if you click the executable drop down menu in MO2 you will see "explore virtual folder' click that, then run. New location of Skyrimprefs. Install order controls which external assets (meshes, textures, audio, animations, etc) take precedence. Then click OK. . What I do is create an empty mod, called "override stuff", and drop those in there and be done with it. Now you go to the bottom of the left pane. Overwrite is a default destination "mod". Move the Overwrite. esp? Another example, if I create a mod in Creation Kit, the new plugin will show up in the overwrite directory. This will show you what archived files are overwriting other archived files as per the left pane's. 0. Check the "Create Files in mod instead of overwrite" box and find BodySlide Overwrite in the drop-down. Leave the rest of the settings as default and click "Next" a few times, then "Install" to install. After any hotkeys are set the resulting output will be written to the overwrite folder and a mod can be created. I have both wearable lanterns and simple knock se along with a few other SKSE plugin mods and they all work through MO2. Create a new empty mod in the left panel of MO2 and call it "Creation Kit Output".