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Commands Manual

This command reference can also be viewed in app by using the help command. This reference is is for version 2.3.1. Download the latest from github or possibly the Nexus. (Nexus may not have bleeding edge versions).

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Command Usage Description

add

a

add <nxm://starfield/...>

add <creation-id>

add 4183

add 4183 4182 4181

add <path-to-mod-zip> <name-of-mod>*

add new <name-of-mod>*

Add a new mod, including downloading it

You can add mods by nexus mod manager url, by mod url, by mod id, or even by path to a local zip

For urls and ids, you can add multiple at once, space separated

You can also add a new blank mod with new

Example nexus mod manager url: nxm://starfield/mods/4183/files/12955?key=abc&expires=1697023374&user_id=111

Example mod url: https://www.nexusmods.com/starfield/mods/4183?tab=files

Example adding a creation: add SFBGS003

See also creation, external

creation

creations

cr

creation ls

creation add <id>

creation add all

creation rm <index>

creation rm all

cration forget <id>

creation refresh <index>

creation refresh all

Tools for managing creations just like other mods

creation ls - lists unmanaged creations by examining your game content catalog

creation add - adds a single creation by its mod file id (like SFBGS021) or content id (like TM_31ccf130-4852-417b-842a-9d82672028e4). Also see add mod

creation add all - Attempts to add _all_ unmanaged creations found in the content catalog

creation rm - unmanage this creation, dumping the files back into the data directory (deletes the "mod" but unmanages the files)

creation forget - delete the creation's entry in your content catalog, so it doesn't show up as unmanaged (remove the creation before forgetting it)

creation refresh - copy any creation related files from the data directory, overriding existing mod files. Used to update a creation if there are new files

external

ex

external ls

external add <id>

external add all

Tools for managing external plugins

external ls - lists unmanaged plugins by examining your game data folder

external add - adds a single plugin by its id (like SFBGS003). Also see add mod

external add all - Attempts to add _all_ unmanaged plugins found in the data folder

To remove an external plugin, just use the normal remove commands. The empty mod folder will be deleted but since there are no mod files there won't be other changes

fetch

f

fetch <mod id>

fetch 111 222 333

Add mod metadata without downloading files

Useful for adding NEW mods. To check for updates on existing mods, see update

import

i

import <json>

Import Data from Mod Viewer

Viewer found at https://manapart.github.io/starfield-mod-manager-site/viewer.html

Imports json and applies the changes

nest

n

nest <index> <PathType>

nest 1 DATA

nest 2 paks

Nests all mod files under the given path and then opens the folder locally

Used to make fixing mod installs to unrecognized paths

Paths: [GAME, JAR, DATA, APP_DATA, INI, DATA_INI, UNREAL_INI, PLUGINS, CATALOG, WIN64, WINGDK, UE4SS_MODS, SCRIPT_EXTENDER_PLUGINS, PAKS, SAVES, STEAM_PICS, SCREENSHOTS]

remove

rm

delete

remove <index>

rm <index>

Remove a mod from being managed

Command Usage Description

deploy

d

deploy

deploy overrides

deploy dryrun

Applies all enabled mods to the game folder by creating the appropriate symlinks

Overrides shows any mods that conflict with other mods and gives their load order in parenthesis and then the index of the mod

Dryrun shows a detailed view of how files will be deployed, without deploying them

disable

x

disable <index>

disable 1 2 4

disable 1-4

disable all

Enable or disable a mod.

Enabled mods are symlinked into the game folder the next time the deploy command is run

enable

e

enable <index>

enable 1 2 4

enable 1-4

enable all

Enable or disable a mod.

Enabled mods are symlinked into the game folder the next time the deploy command is run

esp

esps

esp ls

esp refresh

esp refresh 1

esp 1 first

esp 1 last

esp 1 sooner 5

esp 1 later

esp 1 set 4

esp 1 sub 1 set 0

Plugins with a higher load order are loaded later, and override plugins loaded earlier. Given plugin A has an order 5 and plugin B has an order of 1, then A will load AFTER B, and A's records will be used instead of B's in any conflicts.

In these examples the first number is the mod index and the second is the sort order you want

esp ls - view load order of plugins

esp 1 set 4 - sets mod with index 1 to load order 4. Any plugins with a higher number for load order have their number increased

esp 1 later - sets the plugin to load after the next plugin (may shift the order number more than one as it shifts until it's after the next plugin).

esp 1 later 2 - same as above but shifts down by two plugins

esp 1 sub 2 set 0 - Used to re-order plugins within a single mod. Finds the plugin of mod 1 that is in sub load order 2 and sets it to sub load order 0.

For general mod order, see order command. The same order number is used for both commands.

order

or

order 1

order 1 first

order 1 last

order 1 sooner 5

order 1 later

order 1 set 4

order 1 optimize

order 1 optimize dry

Mods with a higher load order are loaded later, and override mods loaded earlier. Given mod A has an order 5 and mod B has an order of 1, then A will load AFTER B, and A's files will be used instead of B's in any file conflicts.

In these examples the first number is the mod index and the second is the sort order you want

order 1 set 4 - sets mod with index 1 to load order 4. Any mods with a higher number for load order have their number increased

order 1 - view any conflicts mod index 1 has with any other mods

To manage load order specifically for plugins, see esps command. The same order number is used for both commands.

order 1 optimize - Moves every mod to load after their latest requirement. Dry run gives you a preview. You may want to backup your data first in case you don't like the new order.

Optimize is best effort and may need manual correction

purge

purge

purge dryrun

Purge your game data folder and delete all symlinks and rename override files.

This should set you back to vanilla, and can catch files missed by disabling mods and deploying.

Specifically, if you manually delete a mod outside the manager, a deploy may not delete its deployed files, but a purge should clean them up.

Use dryrun to view what a purge would do without actually doing it.

profile

p

prof

profile list

profile save <name>

profile save <index>

profile view <index>

profile load <index>

profile compare <index>

Allows you to create new profiles, and then view, save, or load them by index.

Profiles are like local mod collections and save all of the enabled / disabled mods.

This should let you quickly bulk enable / disable mods for different scenarios.

Compare profile allows you to see what the difference is between your currently enabled mods and the profile's mods

validate

v

validate - defaults to validating enabled

validate all

validate <index>

validate 1 2 4

validate 1-3

validate staged

validate disabled

validate skip 1

validate check 1

Examines mods for issues. Checks for duplicates, bad folder staging etc

Use validate skip 1 to add a tag so that mod at index 1 is skipped for validation

Use validate check 1 to remove the tag, so the mod is validated

Command Usage Description

detail

dd

show

view

detail <mod id>

View all mod detail

filter

fl

filter <search text>

filter tag

filter tag <tag>

filter 123

filter enabled

filter disabled

filter staged

filter unstaged

filter endorsed

filter unendorsed

filter abstained

filter missing - show missing ids

filter upgrade

filter fomod

Filter mods that contain the given text (name or category) or status, including missing ids

Changes persist across future ls until filter clear or filter all is called

Filter is additive, meaning it further filters whatever is currently displayed

To do a one time search, see search

find

ff

Find files

find <search text>

find esp <search text>

Find all files that have the given text in their path

If you use find esp, the search will only look at plugin names

list

ls

List

list <start> <amount>

List load

List Mod details

You can give a start and amount if you want to list just a subsection

list 10 30 would list 30 mods, starting with the 10th mod

list load will sort mods by load order instead of index

grep

awk

search <search text>

search <tag>

search tag <tag>

search name <name>

search category <category>

search <mod id>

search enabled

search disabled

search staged

search unstaged

search endorsed

search unendorsed

search abstained

search missing

search nocat

search upgrade

search fomod

Search for mods and list them once

To apply a filter to future lists, see filter

Search the given text (name or category), by ids, by mods missing ids, and by status

Searching a string will search name, category, and tags.

To search ONLY tags, use search tag <tagName>.

The same can be done to search by category or name as well

Missing searches for missing ids, nocat searches for mods without a category

When a filter is applied, search only looks within the filtered data

sort

s

sort name

sort name reverse

sort id

sort enabled

sort category

sort order

sort staged

Sort the list in various ways. Add reverse to invert the sort

Command Usage Description

abstain

abstain <index>

Endorse a mod on nexus, or abstain from endorsing it

category

cat

categories

category

category <index> <category id>

category <index> <category name>

List categories and set the category of a mod

Use category to list categories

Use category plus a mod index to update a mod's category

If you don't have categories, use config categories to fetch them

Also see mod command

endorse

en

endorse <index>

endorse 1 2 4

endorse 1-4

Endorse a mod on nexus, or abstain from endorsing it

mod

m

mod <index> id <new id>

mod <index> file <file-path>

mod <index> name <new name>

mod <index> category <new category id>

mod <index> deploytarget <new deploy target>

mod <index> dt <new deploy target>

Change various parts of a mod.

Use id to set its nexus id

Use file to delete a mods stage folder and restage it from zip

To see a list of category ids, see the category command

Change deploytarget to set where this specific mod is deployed to. Useful for mods like SFSE that deploy outside the data folder

To see a list of deploy targets, run config deploytarget

rename

mv

rename <index> <new name>

Use name to rename a mod without changing its file paths

require

req

require all

require <index>

require <index> all

require <index> child

require <index> add 456

require <index> remove 456

Mark a mod as requiring another mod

When a mod is enabled, any required mods are also enabled

When a mod is disabled, any mods depending on that mod are also disabled

require lists direct requirements of this mod

require all lists all mods that have requirements and their first level required

require <index> all lists requirements recursively so you can see the full tree

require child shows children who require this mod

tag

t

tags

tag 1 add essential

tag 1 rm essential

tag 1 3 4 add cool

tag 1 rm 0

tag ls

Add and remove tags

tag ls - Lists all tags and number of mods using that tag

Command Usage Description

cli

terminal

term

cli <index>

cli <path>

Open various folders and filepaths as well as mods

Use paths command to see paths you can open

See also: local, open, and paths commands

local

l

local <index> *cli

local <path>

Open various folders and filepaths as well as mods

If you pass 'cli' it will open in terminal instead of local folder

Use paths command to see paths you can open

See also: open, cli, and paths commands

open

o

manual

man

site

git

github

source

nexus

open <index>

git

manual

nexus

site

Open a mod on nexus or visit several other sites

See also: local, cli, and paths commandsgit - Open source for mod manager

manual - Online Manual of commands

nexus - Open the mod on nexus mods

site - Open manager's main site

paths

path

gamepath

gg

jarpath

jar

data

app

appdatapath

catalog

ini

inipath

plugins

plugin

sfse

saves

steampics

screenshots

photos

unrealini

engineini

win64

ue4ss

obse

wingdk

paks

unreal-mods

paths

app

catalog

data

gamepath

ini

jarpath

obse

paks

plugins

saves

screenshots

sfse

steampics

ue4ss

unrealini

win64

wingdk

List and open various common paths

If you pass 'cli' it will open in terminal instead of local folder

paths list - list the values of all paths

You can override (or create new static) paths in the config (see config command)

See also: open, cli, and paths commands

app (sf), [appdatapath] - Appdata in windows. Contains Plugins and ContentCatalog for Starfield. Used for updating mod load order

catalog (sf) - The catalog file that tracks creations

data (sf, or) - The data path that esps live in

gamepath (sf, or), [gg] - Where the game is installed

ini (or), [inipath] - Ini files above the data folder

ini (sf), [inipath] - My Documents in windows. Contains ini files and saves for Starfield. It's optionally used to deploy to your my docs folder instead of the game path

jarpath (sf, or), [jar] - Location the mod manager is running from

obse (or) - Folder that obse/sfse plugins are deployed to

paks (or), [unreal-mods] - Where the unreal engine mods live

plugins (sf, or), [plugin] - The plugins file that activates esps

saves (sf, or) - Where your save files are located

screenshots (sf), [photos] - Your game saved screenshots, like photo mode

sfse (sf) - Folder that obse/sfse plugins are deployed to

steampics (sf) - Your steam screenshots for the game

ue4ss (or) - Folder that UE4SS mods are deployed to

unrealini (or), [engineini] - Ini files for unreal engine

win64 (or) - Where the unreal engine binary lives

wingdk (or) - Folder that UE4SS mods are deployed to for game pass (not used)

Command Usage Description

refresh

rr

refresh <index>

refresh 1 2 4

refresh 1-3

refresh all

refresh empty

refresh staged

refresh enabled

refresh disabled

For all mods with ids, attempt to redownload (or grab the file from the downloads folder if it exists) and restage.

Refreshing can be done by ranges of indexs, or by mod status

Refreshing will re-download the existing fileId if it exists

If you're looking to upgrade to a new version, see update and upgrade

Even if a version has not changed, the latest fileId may have (and is updated by update command). To get the latest, use upgrade

update

up

update <index>

update 1 2 4

update 1-3

update staged

update enabled

fetches latest metadata for mods, including new versions and endorsement data

Useful for checking for updates existing mods. To check add new mods, see fetch or add.

To download updates, see upgrade

upgrade

ug

upgrade <index>

upgrade 1 2 4

upgrade 1-3

upgrade all

For all mods with newer versions, attempt to stage the latest version.

If you want to check for new versions, see update

If you're looking to just redownload or restage a file at the current version, see refresh

version

vv

version <index>

version 1 2 4

version 1-3

version <index> set <new-version>

View the current and latest version of a mod

Use version set to manually tell the manager that mode is at a given version

Command Usage Description

config

c

config paths

config path GAME <path-to-folder>

config path COMPAT_DATA <path-to-folder>

config api-key <key-from-nexus>

config open-in-terminal-command <path-to-folder>

config verbose <true/false>

config autodeploy <true/false>

config deploytarget <PATHTYPE>

config logging <true/false>

config categories

config version

Used to configure the mod manager itself. Saved in the config.json (and game specific starfield-config.json etc) files located next to the jar

open-in-terminal-command is optional and only needed if you don't use `gnome-terminal`. This value will be used as the command when opening folders in the terminal. Will be run in the relevant folder, but if you need to specify the directory in the command, you can use `{pwd}` and it will be replaced by the relevant path.

verbose gives additional output (for debugging) if set to true

autodeploy automatically runs deploy when enabling or disabling mods. Defaults to true

deploytarget - set the default path for mods to deploy to. Defaults to the Data directory but could be used to deploy to app data etc

logging - log events like launch (and load order) or first time fetching a mod etc, on by default

categories - download game specific category names from nexus

config path is used to set game specific paths

config paths tells you what paths are needed

config path can be used to override built in paths as well (also see paths command)

config path delete can be used to delete an overridden path

If your paths have spaces, make sure to quote them

version gives the commit that the app was built from

help

h

help

help <command>

List the commands for view a specific command in detail

mode

mode starfield

mode sf

mode oblivionremastered

mode or

Switch which game you're managing

Used so you can mod multiple games

note

note <text>

Make a note in your log (used for stats)

The note will be visible alongside other events in your log.jsonl

This is useful for providing a reason, say before a big update to your mod list or a new playthrough

start

game

g

start

Run the steam game

creationkit

ck

startck

start

Run the Creation Kit Editor

exit

Exit the process

Exit the process