Age of empires 2 hd mods. Age of empires 2/hd this mod do the poplimit no use i made this mod with the hd version but i think. Aoe 2 HD New units and terrain re-skin Jun 12 2013 Aoe 2 HD New units and terrain re-skin Demo 230 comments. This is the almost finished version of the mod, in. Age of Empires II released originally in 1999, however with the 2013 release of Age of Empires II HD the modding scene on the workshop page for the game has exploded in recent years as Age of Empires II to this day is still one of the most popular strategy games of all time. So today we're going.

  1. Nexus Mod Manager Load Order File

For instance, you have a Smithing mod that changes the recipe for upgrading the Ebony Sword (coz' that's your favorite) then you find a mod that changes the recipes to upgrade ALL weapons, BUT you don't want to lose the other recipe on the Ebony Sword which would happen if it loads AFTER your original mod. So you load the (newer) ALL recipe mod first, THEN you load your Ebony Sword mod second in which case it only overwrites that one specific item and leaves the rest of the recipes as they were in the mod.AFAIK. Doesn't NMM have little arrows in the Enable/Disable screen?. What does the order of the load have to do with the compatibility of the mods?Well load order is what allows us to change the vanilla (default/original) Skyrim. If two mods change the same thing, such as the ebony sword recipe in Perrain's example, whichever mod is loaded last will overwrite the previous mods in the load order. This is also why Skyrim.esm (the entire game of Skyrim with all its heightmaps, meshes, and textures) is loaded first.

If it didn't, the game wpuld be impossible to mod, as vanilla skyrim would overwrite anything a mod changed.And to answer your question, it should be easily changed by clicking on the mod you wish to change the load order for, and then clicking on the up and down arrows on the side of the screen. You do need to be in your list of mods, however, so you should bee able to see Skyrim.esm and all the other esp's you have. I haven't used Wyre or BOSS, but NMM seems to be incredibly similar to OBMM and you change load order the same way as that. I'm assuming that Skyrim NMM works the same way as Oblivion NMM, as I haven't used NMM for skyrim quite yet, but I've used it for Oblivion. It shouldn't be more than clicking the down arrow though. What does the order of the load have to do with the compatibility of the mods?Well load order is what allows us to change the vanilla (default/original) Skyrim. If two mods change the same thing, such as the ebony sword recipe in Perrain's example, whichever mod is loaded last will overwrite the previous mods in the load order.

YUP is an ESP file, IIRC, so you need to drag it under the DLCs. Also, LOOT is still a very valid thing to auto-sort any load order with a few button presses. Unless you are good enough at understanding how these engines and each of your mods work, it is better to rely on LOOT than manual sorting.

This is also why Skyrim.esm (the entire game of Skyrim with all its heightmaps, meshes, and textures) is loaded first. If it didn't, the game wpuld be impossible to mod, as vanilla skyrim would overwrite anything a mod changed.And to answer your question, it should be easily changed by clicking on the mod you wish to change the load order for, and then clicking on the up and down arrows on the side of the screen. You do need to be in your list of mods, however, so you should bee able to see Skyrim.esm and all the other esp's you have.

I haven't used Wyre or BOSS, but NMM seems to be incredibly similar to OBMM and you change load order the same way as that. I'm assuming that Skyrim NMM works the same way as Oblivion NMM, as I haven't used NMM for skyrim quite yet, but I've used it for Oblivion. It shouldn't be more than clicking the down arrow thoughIf the load order is like that then couldn't you just activate one after the other?Since armor mods can't overwrite anything right?And if you have one recipe mod that mods all and one that mods only ebony couldn't you just activate the recipe mod for all first then ebony second to overwrite?If it's like that then the load order number wouldn't matter right? I mean the for things such as recipe overwriting mods activate when you want them to right? Like with clothes you choose when to add them with player.additemEdited by Gene098, 06 January 2012 - 05:07 AM. It's the order in what they are loaded. As pointed above, if two or more mods changes the same object (here taken in broad sense, not only items and placeables), the changes from the last loaded mod is used, the first mod still have the non 'conflicting with another mod' modifications applied.but, what was asked was not yet answered, to change the load order just drag the mod to the desired position at the first tab of NMM (the tab 'Plugins', simple as this.Edit: Sorry, I saw too late it was already answered.The order at the Mods tab is not relevant.

But sometimes the order in what the mods are 'installed' is fundamental. That is the case where two or more mods physically changes the same file.Edited by nosisab, 06 January 2012 - 05:40 AM. It's the order in what they are loaded. As pointed above, if two or more mods changes the same object (here taken in broad sense, not only items and placeables), the changes from the last loaded mod is used, the first mod still have the non 'conflicting with another mod' modifications applied.but, what was asked was not yet answered, to change the load order just drag the mod to the desired position at the first tab of NMM (the tab 'Plugins', simple as this.Edit: Sorry, I saw too late it was already answered.The order at the Mods tab is not relevant.

But sometimes the order in what the mods are 'installed' is fundamental. That is the case where two or more mods physically changes the same file.Well I have a problem as well but it doesn't seem to concern the load order since it doesnt appear there.One mod is a body mod while the other is a feet mod. However the mods both use the same file femalebody. Something something.So how can I make it so that the body mod and feet mod work together even though when I activate them on NMM they have to overwrite each other?How does load order apply here? Or does it not because I don't see their files in the plugins section of load orders for NMM.Same applying to the hair mods, some replace each other so I wanted to know how to make it so they all work togetherEdited by Gene098, 06 January 2012 - 05:58 AM. De- activate then re-activate them in order.

I.e you want the body from mod 1, the feet from mod 2 and the hair from mod 3 activate them in that order, NMM will pop up a warning to say that such and such a file has already been installed by mod 1 when it asks to overwrite/update the body file, say no, when it asks about the feet file, say yes, same with the hair mod, body file = no, feet file = no, hair file = yes) and it will overwrite only the files you nominate ( i.e. The feet then the hair).Should work, if not, you may need to ask the mod author (politely) if he wouldn't mind making his mod compatible with the.x.x.x.x. mod.

De- activate then re-activate them in order. I.e you want the body from mod 1, the feet from mod 2 and the hair from mod 3 activate them in that order, NMM will pop up a warning to say that such and such a file has already been installed by mod 1 when it asks to overwrite/update the body file, say no, when it asks about the feet file, say yes, same with the hair mod, body file = no, feet file = no, hair file = yes) and it will overwrite only the files you nominate ( i.e.

The feet then the hair).Should work, if not, you may need to ask the mod author (politely) if he wouldn't mind making his mod compatible with the.x.x.x.x. modI think compatibility is the issue here since the body and feet share the same female.body something file, I tried only replacing one of each for ex there are 2 female body files from each so I tried keeping one file and replacing the other and vice versa but it can out horribly. You need both files to make it work right.Also for the hair mods, are you only allowed to have 21 hairs in total? Because when I tried adding a new hair mod along with one I added previously they share the same hair01.nif - hair21.nif and if I wanted to add I would have to replace.Does anyone know if this is true or if there is a way around this?.

Plugin Rules vs. Group RulesVortex gives you the ability to create rules that determine when a specific plugin loads in relation to another.Looking at this example load order for Skyrim, let's assume that we wanted to change it so that the three mods My Mod A, My Mod B, and My Mod C load before both Example Mod 1 and Example Mod 2.There are two ways to accomplish this: using several, individual plugin specific rules, or one group rule.

Nexus Mod Manager Load Order File

Nexus Mod Manager Load Order

In this document we will go over both options and how to set up the rules accordingly.Setting individual rules (per plugin)One way of achieving our goal of having My Mod A, My Mod B, and My Mod C load before Example Mod 1 and Example Mod 2 would be to set a total of six individual (or per plugin) rules. To do so click 'Manage Rules' in the plugins toolbar to bring up the 'Set Rules' dialogue. Now, from the 'Select Plugin.' Drop-down, select Example Mod 1.esp. Click on the drop-down in the middle to select the 'Must Load After' rule. In the rightmost drop-down, select My mod A.esp and add the newly set rule by clicking on 'Add'.Next, change the selected plugin on the right to My Mod B.esp and add that rule as well before doing the same for My Mod C.esp.Repeat the same steps for Example Mod 2.esp (on the left). If you did this correctly you should end up with six rules like these:Close the rule setting dialogue (bottom right button) and sort your plugin list by clicking the 'Sort now' button in the toolbar.This will sort your plugin list according to the six rules we just set, leaving us with My Mod A, My Mod B, and My Mod C loading before both Example Mod 1 and Example Mod 2, as we had intended.

However, with Vortex's group management feature we could accomplish the same thing in broader strokes, limiting the number of rules we need.Using groups to sort your pluginsLet us again assume that all we want to do is have My Mod A, My Mod B, and My Mod C loading before Example Mod 1 and Example Mod 2. In the following, we will cover how to use the group management tools Vortex offers to accomplish this goal.Click the 'Manage Groups' button in the toolbar.This will bring up the group screen where all plugin 'groups' are managed.

The group nodes and the links between them with the arrow in the middle are visual representations of plugins assigned to the same groups, their relative positions in the load order, and the load order sequence.Group screen controls:. Use the mouse wheel to zoom in and out.

Order

Left-click and hold (drag) on an empty area to pan the view. Right-click on an empty area to 'Add Group' which allows you to specify a name for a new group.

Right-click on an empty area and select 'Layout' to return to the default view. Right-click on an empty area and select 'Reset.' To access the 'Reset Customisations' dialogue, allowing you to either revert all pre-configured groups to default, remove custom groups, or both. Left-click and hold (drag) starting from the centre of a group node to another to define a rule.

Left-click and hold (drag) starting from the outermost part of a group node to move it (this is intended for ease of use, the layout will reset to default when you close and reopen the dialogue). Right-click and select 'Remove' to remove a link.