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Setup

Setup is less intimidating than it seems, especially if you're familiar with BGS modding and linux. Half of these instructions exist simply because there are multiple ways you can set up your system.

Note: This guide assumes a vanilla instance of Starfield is running. This is not a guide on how to run Starfield on linux.

Currently only fully supports premium members. Non Premium members should be able to add files by zip folder or nexus "download with mod manager links", but likely won't be able to download mods by pasting in a url or id.

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Make sure you have dependencies installed and a copy of the manager.

This section lets you more easily run the manager, and use the "Download with Vortex" buttons on Nexus.

Before you can download and deploy mods, you need to configure the app. This config will be saved in config.json in the folder the jar is in. (Mod data will be stored in another file in that folder).

If you're unable to install SFSE, you can deploy to the docs folder directly, but please note that this is not recommended as it's more error prone and can cause issues

FOMODs are made to be installed with a gui. Because they rely on images and require the parsing of a non-trivial XML structure, it's not worth the time to support through the terminal.

Instead, FOMODS are called out when you try to enable them, or run the validate command. Installing them, even without a gui, is still simple to do.

SMM Works like most mod managers. Each mod is installed to its own private folder that mirrors the game's folder hierarchy. A load order is used to decide plugin precedence and resolve file conflicts. Once mods are enabled, a deployment creates symlinks in the game directory to the individual mod files.

Run the app and then use help to see commands. Alternatively you can look at the generated man page. You can also look through examples.

To reduce typing, most commands take the index of the mod, instead of mod id or name. This means the index of a mod can change as mods are added, deleted or sorted. Listing mods will always show their indices, and filtering will retain the index.

Please report any issues with the manager or this site to their respective github issues page.

Starfield Mod Manager now supports Creations and External Mods. (See the manual for creations).

Creations are downloaded directly into your data folder by Starfield, and managed by the game through a ContentCatalog.txt. SMM can identify and manage Creations. This allows you to enable/disable and set the load order for creations.

External mods are simply plugin files that are in your data folder that you don't want to manage like other mods (get their own data folder), but that should still be managed in plugins.txt. You generally shouldn't need this feature.

If you've been using SMM prior to the release of creations, you'll need to upgrade your setup. You should be able to run validate to see what commands you'll need to run to get things working with the latest version of SMM.