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managing_components

cyberrumor edited this page Feb 10, 2024 · 5 revisions

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.

Activating / Deactivating

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).

Changing load order

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>.

Saving changes

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

Rename

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

Delete

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.

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