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MO2 should unlock itself automatically after application has stopped running.
NMM installs files to Data folder. Vortex uses symlinks, so no files actually go in to Data folder. I wouldn't use such combination.
With nmm when a mod was about to overwrite another mods files of sort, a message box would pop letting you know and asking if you still wanted to install, you could still say no to overwrite and it would still install just the same but not over write the other file ...
If I get a mod thats about to do teh same in mo2, no message box is popping up similar to what used to show in nmm..
So when a file is over written I have a red triangle with an exclamation mark inside showing a file has been overwritten..
How do I stop or say no to overwritten file , and remember I"m still new to this manage and understanding it better..
When you see that Red Triangle you move the file folder lower in the installation order and its fixed. Takes about 1 second to fix what otherwise required you to uninstall the mod and then reinstall the mod, which for big mods can take about 5 minutes.
Not to mention that big mods mostly just outright crash NMM on installation, now sure a lot of casual users are unlikely to run into that issue but if you use some of my mods your going to run into out of memory limits on NMM.
With Nexus Mod Manager you have a 50,000 file limit for a module, at that point the mod author has to pack the module into BSA format so that it will even work with NMM.
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Now if your doing a large installation of say 200+ mods, your going to run into issues with Overwrites more than you will think because with Nexus Mod Manager it essentially requires you to remember that X mod overwrites Y mod. Now imagine that you have 200 letters of mods and the next mod you want to install tomorrow tells you that you have to install 20 modules in correct order, some of those modules are already installed on your NMM and some not.....Basically if the reader did his work he would understand he has to uninstall the modules from NMM, have all 20 mods on hand and then follow proper installation procedure.
The Mod Organizer user just Groups all the modules he already has together properly in the left panel than procedes to install the rest and finally double checks to make sure those 20 mods are sitting in the correct installation order in the left panel.
He is done.
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Mod Organizer has a 2 panel system with Virtual File Folders.
The Left Panel represents the VFF, the order they are in is your "Installation Order"
The Right Panel represents your Load Order.
If at any time you have an Overwrite due to "Installation Order" MO marks it so you know it happened, you can then move said mod lower in the "Installation Order" and you are done in seconds.
Nexus Mod Manager has only the Load Order (esp order) system.
Your "installation order" is purely determined by time you installed said mod. To change the "installation order" means you have to uninstall said mod(s) and then reinstall mod(s).
NMM dumps all contents directly to the games file folders to do this, and that leads to overwrites that you the user are not able to track over a great period of time. The drawback with a game like this is that your going to be trying out a lot of mods, not just a few of them, so you will run into issues eventually at some point. Its not a matter of "IF" its a matter of "When"
Nexus Mod Manager wasnt the first Mod Manager either,
NMM is Based on the Fallout Mod Manager known as FOMM.
Even so FOMM is still better than NMM today, because FOMM got specific updates to meet the needs of mods for Fallout 3 and Fallout New Vegas. Think about the Tale of Two Wastelands mod and of course UI overhaul mods for those games. FOMM met the needs of those Mods years in advance of NMM!
There is also WyreBash, sorry I dont know a lot about it, its however another good manager for Bethsada games that is also sworn up and down to be better than NMM due to its WyreSmash function which merges ESP's together, meaning less issues with having many ESPs that need to be read seperately at time of launch.
Then there is Mod Organizer,
First mod manager to actually address the issues of an Installation Order along with adding a Virtual Folder system, this helps a lot when your going to try out a lot of different mods. MO is meant purely for Bethsada games as well, so its development was specific to the ESP/ESM modding system.
Nexus Mod Manager was built to be an all purpose manager for all modded games found on Nexus....Hundreds of games....So you are getting a basic manager meant for generally modding a bunch of games rather than a manager that is purpose built to manage a specific game.
For the best modding experience for Fallout 3, Fallout NV, Fallout 4 your specifically going to be looking at FOMM and MO for your Mod Manager.
NMM is just the manager that Nexus pushes onto its audience cause thats whats most visable and thats the manger they developed to meet the needs of all the differrent mods for games they have.
The thing to understand is that FOMM and MO, are built to meet the modding needs specifically to Beth games....There are far more people modding Beth games and in new ways, so being on the right mod manager platform starts to matter. Your not having to wait for NMM to update or not their manager, your waiting on a team that only concerns itself if their manager is keeping up with the needs of specific games, Fallout games.
So what really is the big advantage of Nexus Mod Manager?
It has a modern look.
I really like how mo2 is set out , Its really much better having used it a short while now
I still recommend WB for Bashed Patch with MO2 and FO4.