This command reference can also be viewed in app by using the help
command. This reference is is for version 1.3.1
. Download the latest from github or possibly the Nexus. (Nexus may not have bleeding edge versions).
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 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 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 |
creation creations cr |
creation ls creation add <id> creation add all creation rm <index> creation rm all 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 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 |
remove rm |
remove <index> rm <index> |
Remove a mod from being managed |
Command | Usage | Description |
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 |
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 |
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 |
order or |
order 1 order 1 first order 1 last order 1 sooner 5 order 1 later order 1 set 4 |
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. |
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. |
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 |
list ls |
List list <start> <amount> |
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 |
detail dd |
detail <mod id> |
View all mod detail |
search 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 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 |
find ff |
Find files find <search text> |
Find all files that have the given text in their path |
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 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 To do a one time search, see search |
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 |
endorse en |
endorse <index> endorse 1 2 4 endorse 1-4 |
Endorse a mod on nexus, or abstain from endorsing it |
abstain |
abstain <index> |
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> |
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 |
tag t |
tag 1 add essential tag 1 rm essential tag 1 rm 0 |
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 |
rename mv |
rename <index> <new name> |
Use name to rename a mod without changing its file paths |
Command | Usage | Description |
open o |
open <index> |
Open various folders and filepaths You can open a mod locally or on the nexus, or open the various config paths If you pass 'cli' it will open in terminal instead of local folder |
local l |
local <index> *<cli> |
Open various folders and filepaths You can open a mod locally or on the nexus, or open the various config paths If you pass 'cli' it will open in terminal instead of local folder |
cli terminal term |
cli <index> |
Open various folders and filepaths You can open a mod locally or on the nexus, or open the various config paths If you pass 'cli' it will open in terminal instead of local folder |
game-path gamepath gg |
Open game folder |
Open various folders and filepaths You can open a mod locally or on the nexus, or open the various config paths If you pass 'cli' it will open in terminal instead of local folder |
appdata-path appdatapath app |
Open appdata path folder |
Open various folders and filepaths You can open a mod locally or on the nexus, or open the various config paths If you pass 'cli' it will open in terminal instead of local folder |
ini-path inipath ini |
Open ini path folder |
Open various folders and filepaths You can open a mod locally or on the nexus, or open the various config paths If you pass 'cli' it will open in terminal instead of local folder |
plugins plugin |
Open plugins file |
Open various folders and filepaths You can open a mod locally or on the nexus, or open the various config paths If you pass 'cli' it will open in terminal instead of local folder |
jar-path jarpath jar |
Open jar path folder |
Open various folders and filepaths You can open a mod locally or on the nexus, or open the various config paths If you pass 'cli' it will open in terminal instead of local folder |
manual man |
Open website manual |
Open various folders and filepaths You can open a mod locally or on the nexus, or open the various config paths If you pass 'cli' it will open in terminal instead of local folder |
site |
Open website |
Open various folders and filepaths You can open a mod locally or on the nexus, or open the various config paths If you pass 'cli' it will open in terminal instead of local folder |
source git github |
Open app source |
Open various folders and filepaths You can open a mod locally or on the nexus, or open the various config paths If you pass 'cli' it will open in terminal instead of local folder |
nexus |
Open app nexus page |
Open various folders and filepaths You can open a mod locally or on the nexus, or open the various config paths If you pass 'cli' it will open in terminal instead of local folder |
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 If you're looking to upgrade to a new version, see update and 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 |
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 |
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 |
Command | Usage | Description |
config c |
config game-path <path-to-folder> config appdata-path <path-to-folder> config ini-path <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 use-my-docs <true/false> config categories config version |
Used to configure the mod manager itself. Saved in the config.json file located next to the jar game-path should be the path to the folder under steam containing the starfield Data folder and exe appdata-path should be the path to the folder under your appdata that will contain Plugins.txt. Needed for updating mod load order ini-path should be the path to the folder under your documents that contains StarfieldCustom.ini. It's optionally used to deploy to your my docs folder instead of the game path 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 use-my-docs optionally allows deploying mod files under Data to my documents instead of the game folder. (Defaults to false) categories is used to download category names from nexus 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 |
start game |
start |
Run the steam game |
exit |
Exit the process |
Exit the process |