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managing_components
Mods have an independent load order from plugins, so they are displayed in separate lists. The center column will display False
when
a component will not be loaded by the game, True
when a component will be loaded by the game. The index represents the load order.
Higher numbers win file conflicts.
If a mod's name is prefixed with an asterisk, it means that mod contains files that are also provided by another enabled mod.
If a plugin's name is prefixed with an asterisk, it means that plugin is provided by multiple mods.
You can activate individual mods with the activate mod <index>
command.
For example, to activate standard_lighting_templates:
index | Activated | Mod name
-------|-----------|------------
[0] [False] sseedit_v415
[1] [False] address_library
[2] [False] skse64_2_02_04
[3] [False] standard_lighting_templates
index | Activated | Plugin name
-------|-----------|------------
Skyrim Special Edition >_: activate mod 3
When a mod is activated, if it has plugins, they will be added to the plugins list. You can activate individual plugins
via the activate plugin <index>
command. We only have one plugin right now (at index 0), StandardLightingTemplates.esp.
Let's activate it:
index | Activated | Mod name
-------|-----------|------------
[0] [False] sseedit_v415
[1] [False] address_library
[2] [False] skse64_2_02_04
[3] [True] standard_lighting_templates
index | Activated | Plugin name
-------|-----------|------------
[0] [False] StandardLightingTemplates.esp
Skyrim Special Edition >*: activate plugin 0
Note that you can use this command to activate all visible mods:
Skyrim Special Edition >*: activate mod all
and this one for activating all visible plugins:
Skyrim Special Edition >*: activate plugin all
The deactivate
command works in exactly the same way. When you deactivate a mod that contains plugins, those plugins are removed
from the plugins list automatically (unless those plugin names were also provided by another mod that's still activated).
To re-arrange the load order of mods and plugins, the move
command is available. For example, I generally prefer to have SKSE and
address library as my first two mods. Let's move SKSE to index 0:
index | Activated | Mod name
-------|-----------|------------
[0] [True] sseedit_v415
[1] [True] address_library
[2] [True] skse64_2_02_04
[3] [True] standard_lighting_templates
index | Activated | Plugin name
-------|-----------|------------
[0] [True] StandardLightingTemplates.esp
Skyrim Special Edition >*: move mod 2 0
That would have shifted sseedit and address_library to higher indices to make room. Let's make sseedit load very last:
index | Activated | Mod name
-------|-----------|------------
[0] [True] skse64_2_02_04
[1] [True] sseedit_v415
[2] [True] address_library
[3] [True] standard_lighting_templates
index | Activated | Plugin name
-------|-----------|------------
[0] [True] StandardLightingTemplates.esp
Skyrim Special Edition >*: move mod 1 3
You can re-arrange plugins in this way too, but you'll use move plugin <index>
instead of move mod <index>
.
When you're done making changes, make sure to run commit
to apply the configuration currently shown by ammo to your game:
index | Activated | Mod name
-------|-----------|------------
[0] [True] skse64_2_02_04
[1] [True] address_library
[2] [True] standard_lighting_templates
[3] [True] sseedit_v415
index | Activated | Plugin name
-------|-----------|------------
[0] [True] StandardLightingTemplates.esp
Skyrim Special Edition >*: commit
Mods and Downloads both support renaming. For mods:
index | Activated | Mod name
-------|-----------|------------
[0] [True] skse64_2_02_04
Skyrim Special Edition >_: rename mod 0 skse
Results in:
index | Activated | Mod name
-------|-----------|------------
[0] [True] skse
For downloads:
index | Download
-------|---------
[0] community_shaders_light_limit_fix.7z
index | Activated | Mod name
-------|-----------|------------
[0] [True] skse
Skyrim Special Edition >_: rename download 0 light_limit_fix
results in:
index | Download
-------|---------
[0] light_limit_fix.7z
Mods, downloads and plugins can be deleted with the delete
command:
For downloads:
index | Download
-------|---------
[0] light_limit_fix.7z
Skyrim Special Edition: >_: delete download 0
For mods:
index | Activated | Mod name
-------|-----------|------------
[0] [True] skse64_2_02_04
[1] [True] address_library
[2] [True] standard_lighting_templates
[3] [True] sseedit_v415
[4] [False] relighting_skyrim_se
Skyrim Special Edition >_: delete mod 4
Note that the delete command supports deleting all visible components with the all
keyword:
Skyrim Special Edition >_: delete download all
Deleting a plugin will remove files that provide that plugin from the source files of all active mods, not just the conflict winning mod.