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.
Enable javascript to watch demos
Make sure you have dependencies installed and a copy of the manager.
sudo apt install
them
7z
for installing zip and 7zip fileslibarchive-tools
for installing rar filessmm.desktop
and starfield-mod-manger.jar
from github or the nexus. Place the jar in a folder where you want to run it from.This section lets you more easily run the manager, and use the "Download with Vortex" buttons on Nexus.
smm.desktop
in ~/.local/share/applications/
Exec=sh -c "java -jar /home/<user>/games/programs/starfield-mod-manager/starfield-mod-manager.jar %U"
Path=/home/<user>/games/programs/starfield-mod-manager/
~/.local/share/applications/mimeapps.list
by adding a line x-scheme-handler/nxm=smm.desktop
xdg-mime default smm.desktop x-scheme-handler/nxm
alias smm='pushd /home/<user>/games/programs/starfield-mod-manager && java -jar starfield-mod-manager.jar; popd'
to your bash aliases. This is how I run the manager in the demos on the siteBefore 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).
config api-key <key>
using the api key you got from the prerequisites stepconfig game-path <path>
to point to your game folder
<...>/SteamLibrary/steamapps/common/Starfield/
config appdata-path <path>
to point to your local appdata folder
<...>/SteamLibrary/steamapps/compatdata/1716740/pfx/drive_c/users/steamuser/AppData/Local/Starfield/
bash -c 'exec "${@/Starfield.exe/sfse_loader.exe}"' -- %command%
to your launch options (in steam > game properties > general)[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
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
config ini-path <path>
to point to your ini (my docs) folder
<...>/SteamLibrary/steamapps/compatdata/1716740/pfx/drive_c/users/steamuser/Documents/My Games/Starfield
config use-my-docs true
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.
local x
, with x being the index of the mod.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.