mo2 overwrite. MO2 folderoverwriteSKSEPluginsCharGen *note that "MO2 folder" Is just a made up name and it probably has a different name for you based on what name you gave it first during Mod Organizer 2 installation/portable installation. mo2 overwrite

 
MO2 folderoverwriteSKSEPluginsCharGen *note that "MO2 folder" Is just a made up name and it probably has a different name for you based on what name you gave it first during Mod Organizer 2 installation/portable installationmo2 overwrite  one of these folders should be the origin if it is not externally generated stuff

After Associating Bethini with MO2 and opening the ini edit tabwithin Mo2 I see 4 . If you are using MO2, then nothing should go to Data folder anyway. You can leave them in there if you want, but for the sake of organization you should probably make them into a mod. 7. e. This will create a shortcut that would launch MO2>SMAPI>Stardew. If you don't want this behaviour, Bodyslide offers the ability to output to a custom folder. Download MO2 and install it in a folder of your choice. create global Instance. MO2 can cause some of these issues if you open the Creation Kit/Archive extractor from MO2. You can configure each tool to use a different folder if you want to. Double-clicking will show you the contents. This way you. makes you some re-shade files and skse file plugins If you use MO2, anything that Skyrim or SKSE plugins create file-wise will be by default put into MO2's "overwrite" folder. If you want to use the same script name you will have to take manual backups of the pex file (and also psc if present, for safety). If you use MO2 (recommended) all . When a mod, application or other tool run via MO's VFS implementation attempts to create or update a file, it gets redirected to the Overwrites folder. OLD out of date documentation maintained by MO2, abou. Not permanently though. A exclamation mark shows up top right corner after you exit bodyslide. It means two or more mods change a texture/mesh. Create a single mod from Overwrite (right-click Overwrite > Create Mod), which only removes the warning and doesn't actually tidy up the files. Doesn't seem to have anything to do with these settings loader mods by maskedrpgfan. The order of mods in the left-hand list determines priority for loose file conflicts so you do need to take. go to long top right dropdown menu. When you first create a ESP file, that also. After running it everything it generates will be in Overwrite. . hmm And then if you go to delete the grass mod in MO2 you delete everything out of the overwrite folder. ENB & ReshadeNext step : 11. For example I've had some script-generated level list changes that I wanted to generate a Bashed patch for, and that won't work if they're in overwrite since overwrite would load after the bashed patch. Activate the mod with the master. 2 not the legacy in mo2 plugin tab it says version 0. While the cache-files created by running SSEedit and appearing in /overwrite/ are irrelevant then it comes to 1, 2 and frequently 3, these cache-files will still trigger a warning in MO2's upper right corner and having zero warnings is the main. Settings -> Workarounds -> Enable Parsing of Archives. Not precisely necessary, they could even technically stay in overwrite -- MO2 just needs to 'see' them so it can load them. Environment It happened with the latest version 2. However, I can virtually guarantee you'll have a ton of flickering in-game. PC SSE - Help. Lastly advise if the WB you are using is the standalone version or not. Fallout: New Vegas 2010 Browse game Gaming Browse all gaming In this video, i'll be providing a few tips that i've learned over the course of time i've used Mod. if location looks good, hit next. This will show you what archived files are overwriting other archived files as per the left pane's. Lastly advise if the WB you are using is the standalone version or not. Generally you want to move files out of Overwrite into either the mod that generated the files or into a new mod immediately after the files are created. ~(MO2)>overwrite >meshes>ArchitectureBuildingsHouseKit Open MO2, go to the overwrite section, right click and select, "create mod. You will see two windows. Select BodySlide from the right combobox and click on Run button (Always run it from Mod Organizer) Select Choose game for Skyrim Special Edition. If an active mod and the overwrite folder have a file with the same name the one in the overwrite folder is used. That definitely is a hazard of MO's VFS implementation. When you use bodyslide, and you activate it through MO2. ini). FIles of SkyRE, DSR, Nemesis/FNIS, which aren't detected by MO2, will go into overwrite unless you create an empty mod and set that. Sort mods within each separator based on how I want them to overwrite. I have drug this into the mod multiple times, but it keeps reappearing. Tsukino_Stareine • 2 yr. Once. Take a look in the left pane where you see all your mods you installed. If you are not going to modify anymore, right click the Overwrite folder and select “Sync to. Yes, from that you can create a mod called something like "SKSE Output". Labeled Nemesis Output. If it's on your Skyrim Directory and not in overwrite, you can fix it by opening the Overwrite window in MO2, opening the Skyrim game folder, click and drag the Bashed patch onto the overwrite window so it's copied into it, delete it from the Skyrim directory, then create the mod from Overwrite as normal. Head over to the installation folder and locate an executable named ModOrganizer. Like when you have a mod that creates an ini settings file or log file during the game it will go to Overwrite after you close the game, then you have to put that file into the. Go to your executables drop down menu and select edit. Something similar would be useful for Vortex – the purge. json. . Just click on dyndolod resources in your load order and see what is conflicting. MO2 Overwrite Folder. The installer. However, I can virtually guarantee you'll have a ton of flickering in-game. Add the creation kit to MO2 as an executable. ini, falloutcustom. This result is on a profile with only . So by doing it this way, it then removes everything out of the overwrite folder that needs to. S. For example, you could change the FO4LODGen executable to point its output argument to your MO2 Overwrite folder and simply create the mod from there. The answer is always MO2 due to the control it offers for load order and overwrites (meaning you can decide NOT to overwrite certain files even if the load order would otherwise do that). The mod should be directly placed under Grass Cache - Winter. Also let me know if anyone has Steam installed into a folder called "Program Files (x86)" r egardless of the drive it is on. To get rid of all of the mods you've downloaded/installed, click on the change instance button in the top-left, choose Manage Instances. 6. Now when you go to the drop-down at the top-right of MO2 (next to the "Run" button), it should be. Mod Organizer 2's file path is C:Modding and C:UsersumutgAppDataLocalModOrganizer. This way you control exactly what is changed and how by intercepting it for inspection and manual sorting/placement into the very robust virtual file system that this software creates to protect your actual Fallout installation. Sort the left pane by priority. but i couldnt change mo2's settings to. The MO2 Mod Folder is essential your Data Folder for Fallout 4. Thanks for trying to help anyway lol. And then did a search on my rig. First guess would be to check your pathing in MO to make sure its correct. Now we can go back to MO2. Copy the content of this folder to your storage device. Files created from Zedit will be in MO2 only. hm this problem doesnt happen to me. call the other, DynDOLOD output. The only way these settings stay with the game with a new start is if I create a new mod from the MO2 overwrite folder and activate that mod. You should have this. 2. Any reason for this? I renamed the mod with the STEP category prefix in the left pane. Don't do that. Copy, not move, MOD-Name. Don't use it myself, though. Set the output path. I found that useful just to keep that portion out of the overwrite. Then select the CK executable. However, the video explained that since I’m using Mo2, the path should be changed accordingly to MO2’s overwrite folder, so I set the Game Data Path to D:Modding FolderMod. Morrowind shows by. Hey, I've got a question about an MO2 backup. Is through MO2 you can adjust nemesis to where it outputs straight to a mod you have created. During all this in my MO2's window there are 4 greyed out mods with red X's saying These are the cleaned ESMs from Update->Dragonborn cleaned in SSEEdit. same problem when using nemesis, while following. Double click on the mod Grass Cache - Combined. Here's a more in-depth explanation. A hopefully headache free introduction to MO2 and BiRaitBec's extensive Fallout 4 modding guide. This way you control exactly what is changed and how by intercepting it for inspection and manual sorting/placement into the very robust virtual file system that this software creates to. Left side is install order. 5. 3. Click apply and OK. [deleted] • 2 yr. ini don't go to the Documents folder. This means, in Vortex it's just as easy to pick the "winner" from 2 or 10 mods supplying the same file. esp from the mods window to the MO2 Overwrite window. esm seems to be a constant. I should take that file and move it into the Bijin AIO mod folder and let it replace the existing . Question 1. It allows TES5Edit to load your mods faster. Go to the Downloads tab in MO2. Well, they're not useless. Double click on MO2 overwrite (at the bottom), you should have this. . Question about MO2 and Bodyslide. Well, they're not useless. Posted July 25, 2019. Select FNIS on the list, then tick the option "Create files in mod instead of overwrite", and type the name you gave the folder in step 1 (FNIS Output). Tips below. Not sure what happens if the output mod is invalid. In bodyslide go to settings. It is always the last thing priority-wise, so anything inside it will overwrite any conflicting mods, hence the name. my overwrite folder has a lot of crap in it. Not necessary for non-MO2 users if everything is working properly but is available just in case. 「Overwrite」にマウスカーソルを当てて、右クリックして「Modの作成」をクリックしてください。 名前を適当に決めてください。 作成されたものにチェックをしてください。 This way MO2 instructs WB to use these files and folders and 'Overwrite' is never needed nor does MO2 need to look elsewhere for the templates. Since mo2 is using a virtual file system, you do not need to reinstall mods. There's a practice currently in use in Wabbajack installs in which the game install is nested in the MO2 folder itself, which keeps that particular game root folder unique to that MO2 install / mod list. IMO not keeping the Overwrite clean is close to not using MO2 at all, you might as well let everything pile up into the game folder and miss most of MO2 advantages. Delete "Shader Cache" folder from the "~Data" folder, or in the case of MO2: from the MO2 "overwrite" folder if it exists therein. Don't unpack. After running it everything it generates will be in Overwrite. Try and unpick everything and manually distribute it to those output mods. Select the checkbox "Create files in mod instead of overwrite". waht is in the overwrite mostly I make a new mod from it and activate. Create an empty mod in MO2. • 2 yr. Often, when I install a compatibility patch, an optional file or an update for a mod, Mod Organizer 2 names them with the same name as the mod they are patching, updating etc. Then click the "High" setting to the right of that. MO2 Overwrite folder??? i dont know what to do. ini. You can leave them where they are, it won't cause any problems and FNIS will be applied properly, or you can create an empty mod at the. In MO2 you can edit the executable to output to a specific mod, which is the recommended method. Now you go to the bottom of the left pane. The Overwrite mod is the folder where MO2 will place any new files created by modding tools like SKSE, Creation Kit, FNIS/Nemesis, BodySlide, etc. Best. Open the folder in Explorer, and copy the ENB files and directories in the Root folder. everytime you re-run it itll just place files in overwrite. Click on the Open List Options icon above the left panel (tools icon) and select Create Empty Mod. okay, i have some free time. e. If you install/remove new animation next time and require to re-generate FNIS, remove the old "ZZZ- FNIS" and generate a new one. Overwriting a File, Part 1. Differences with Mod Organizer 1: MO1 and Mo2 can be considered different programs. Sort the left pane by priority. If the file does not exist in. Check the "Create Files in mod instead of overwrite" box and find BodySlide Overwrite in the drop-down. When you use bodyslide, and you activate it through MO2. ini's to edit ( fallout. MO2 dumps output generated by programs running under its VFS. About this mod. These will be initially stored in MO2's Overwrite folder. It should then be able to see the mod files in the virtual data folder. 4. so I've built my new pc, and installed Skyrim again. esp? Another example, if I create a mod in Creation Kit, the new plugin will show up in the overwrite directory. ModGroup file into your USSEP mod. exe. Optional steps for organization: Create a blank mod and call it BodySlide Overwrite. 1. call one, TexGEN output. 3. I used vortex and the settings saved but then the menu didn’t pop up. Since xedit will create different files for every new mod, it would be best to either keep the folders in your overwrite folder, or to go into the MO2 program settings, where you can select "Create Files in Mod instead of Overwrite" which should redirect the backups and the cache files. Please note the MO guide's description of 'Overwrite'. MO2 manual file install guide for Loose Files. I am then supposed to double-click the overwrite folder, which opens it and shows the. Indeed they are. I made an empty mod and named it overrides and just move all the override content to that empty mod I. Cool, thanks for all the info!To force LOOT to sort plugins as expected, or desired, I edit the Groups Editor. When you unpack the files will be decompressed from the bsa and become loose files. one of these folders should be the origin if it is not externally generated stuff. Update 2. Then click OK. If it's same computer but different disk you can use Steam to move SSE for you and in this case you don't need to re-install SKSE etc. Mainly mods not showing up in the menu. Enabling logging in . Mod manager download; Manual download; Preview file contents. Of course I keep the nemesis homemade mod at the highest priority so that it can override everything it needs to write. With your. Basically any tool that outputs files will put them in the override folder unless told otherwise. Could that be a problem? Overwrite (덮어쓰기)에 있는 파일은 모드 파일을 로드할 때 최우선 순위가 되며 항상 프로필의 다른 모드를 덮어씁니다. If there are conflicts with other retextures (also coming as loose files. If the file exists it is edited if it is a new file it will be created and found in 'overwrite'. Parse Archives: MO2 settings -> Workarounds -> Parse Archives (experimental). This is the Overwrite directory (also known as Overwrite folder, Overwrite mod, or simply, Overwrite). I also believe that mods turn red when they are overwritten on the Mod Organizer 2 screen. Locked post. The answer is always MO2 due to the control it offers for load order and overwrites (meaning you can decide NOT to overwrite certain files even if the load order would otherwise do that). Things in Overwrite will always take precedence in case of conflicts so it’s usually good to keep it clean of anything that isn’t a log file. Let Nemesis proceeds. Find the mod you want to reinstall and right-click it, then. Thanks for the reply. exe' file found in the Morrowind directory (under /Mopy). One of them has a dropdown menu of its own that lets you create an empty mod folder. Uses a system of creating a virtual file structure from separate folders, and then injecting those into the game at runtime. Make a new folder where you want to save your mods. If it's a different computer on the other hand install SSE. nif files into the MO2 overwrite folder. From the mod installation instructions: 4. . I then added the exe file to MO2 and launched it. You can also set a predetermined build. EStrock wrote: Thanks for the tip Legend! I got it to work in MO2 with the same value. MO2's file explorer integration system, the priority order in addition to the load order, the nitty-gritty control over every little detail, the manual drag and drop (talos bless the drag and drop), the overwrite folder functionality, the ability to easily set up my executables to generate files in different places, the priority order dividers. That is better, yeah. That is true, but if you read what SparrowPrince writes on the Better Dynamic Snow + SMIM selection he says: "SMIM users should overwrite BDS Files". Ensure it is set to Cyberpunk 2077 by selecting it in the dropdown box and then hitting the run button. If you have multiple profiles (for instance, I have 2x profiles for Ordinator + 2x profiles for Requiem), you should keep the "Overwrite" folder empty to avoid any confusion/conflict. It says I can disable it in the settings, though I'm a bit wary, because it looks like the function for warning about overwrite files is bundled with other. This video has been updated = ) HERE: the suspicions were confirmed - many . But still better practice to split them into mods grouping stuff together. If you used the default install path, follow these steps: 3a. Once its launched there will be a dropdown box on the top right and a big run button next to it. When you want to create a mod from MO2's overwrite folder a couple of things need to be happening. Starting the Game. The bigger the number the higher the priority of the mod. . 3) Run bodyslide in MO2. If you don't call the folder that you redirect SSEEdit. The warning about files in the Overwrite folder is just to let you know you have unorganized files in your setup. You can create a empty mod (I made one named log files) and drag ShaderCache there so you don't see it keep popping up in Overwrite. 1: In MO, if you run a tool (or the game) through MO and this tool creates a completely new file (and not a replacement), this new file is put into the /overwrite/-folder. 3. Target game should already be Fallout 4, Game Data Path should be the path to your game's data folder. Check Overwrite Steam AppID and enter 202480 in the textbox Click Modify Click Close Now try to run Creation Kit and hopefully (crossing fingers) it actually runs this time. In my experience Send to Separator will place the mod at the bottom of the list following the separator, that is, the mod will be placed just above the following separator or at the bottom of the priority list, whichever comes first. The order in the sentence is the same as the install instructions. dds 文件。 通过 MO 的插件列表找到随从文件的目录。 接着到在目录 meshesactorscharacterfacegendatafacegeom 里去找到随从的头模。 这里有多个 nif 文件,需要使用 SSEEdit 来确认加载的是哪个模型文件。🔔Load Order. IGNORE THIS STEP. pgorbas commented on Dec 13, 2021. Double click on MO2 overwrite (at the bottom), you should have this. Wabbajack is a powerful tool that can manipulate data in ways previously unseen to automate user. Sometimes the file <my-plugin-name>. So it’s a good idea to make sure it’s empty before you run the engine. It should now be able to properly see the bodyslide meshes of your installed mods. could try leading it to your MO2 Exe but if it works, leaving it blank is probably best. Meshes should overwrite Vanilla and mods unless the mod indicates otherwise. MO2 overwrite-style system for gathering mod/tool outputs. I have 1 mod that conflicts with 2 meshes, Majestic Mountains and I let it overwrite Resources. There are no sliders, no ability to choose anything. 0 Contains a path template which may simplify the process for some. Award. I have never actually used NMM. You know that something is sorted wrong if it doesn't increase by +1 with each entry. 5. A lot of tools will create files in the overwrite mod folder, to avoid having to manually move those files into their own folder (or cluttering the overwrite folder) do these steps: > Right click on 'overwrite', select "All Mods", and then select "Create Empty Mod. Tick Create files in mod instead of overwrite (*), expand the dropdown, and pick HIMBO Bodyslide Output (or whatever you named the empty mod from before). ago. Paste into MO2's Plugin folder, usually located at MO2's Installation Directory (Not Instance folder) Enjoy! How to Use: Create or use an. json files in the "overwrite" after changing settings for a particular mod in MCM. Now you go to the bottom of the left pane. Your tool needs to be set up properly and started from within MO2. Open game folder (button in MO2 to do it, or 'browse files' via Steam library) Find plugin and associated *. The xLODGen log tells you where files are generated to. Done. Tannin42, on 04 Feb 2013 - 08:42 AM, said:    @X-buZZ: MO doesn't delete files, "Optimizer Textures" does! What the tool does is create a new. Files in the overwrite folder are always loaded. Make sure in, MO2, Nemesis is outputting it's files into a unique mod not it's self or the overwrite folder, make sure precision creatures mod is above Nemesis and it's output mod in the left hand pane of MO2 If you're not using MO2 I can't help you, I have no idea about Vortex only that is loves creating issuesTHX gonna try this. Tips for users: The numbering system explained: 00. The look on the right side , there is a "button" , it will either be checked or not it's for redirecting BS files. Originally posted by ALT4R: Hi Drawinox, I finally found it. I totally borked my game so I uninstalled most of the mods and am starting over. exe from within MO2. ago. At the next screen, click "Browse" and navigate to the folder you created in step 1, then click "Next" to go to the next screen. MO2 can be downloaded from GitHub or Nexus Mods. Be sure if you are using MO2 to place Community Shaders above (lower priority) all of its shader feature mods. 設定:表示言語、ゲームフォルダのパス、「Nexus Mods」への連携などを設定できます。 通知:Modの導入に問題が発生した場合、右下に発生している問題の数が表示されます。 ツール:Modの導入に必要なツールを選択し、「実行」を押すとツールが起動されます。. I think the one found in the internet was from a previous build/localized. MO2 allows you to overwrite other mods virtually, so all of your mods remain fully intact and can be easily tweaked later on. MO2 uses a Virtual File System, the mod files are showed to the game and programs that are launched from MO2, but they aren't actually in there and instead each mod is kept in its own separate folder, so no files actually overwrite each other and you don't duplicate hundreds of mods as the access to the files are simply redirected instead. This keeps the root directory clear. When you first create a ESP file, that also get put there. exe and launch it. You can make a blank mod, call it something like BodyslideOutput, and then use the option to have the bodyslide output put into that folder, and not the general overwrite folder, thus allowing you to swap profiles easier. What I do is create an empty mod, called "override stuff", and drop those in there and be done with it. Meanwhile, MO2 has the same level of complexity regardless of how many mods you hae installed. In MO2 use the folder icon above the mod list and select Open Instance Folder. Because of this MO2 has a completely new vfs library (called usvfs) that was made to support 64bit programs as well. Setting entries included in this file will overwrite the values defined in either Fallout. This allows modifying the game's configuration files without. Create backups – Make copies of working mod setups before making further changes. Posted August 30, 2020. Let's Start With The Basics. After cleaning all of your plugin files, you will notice MO2 is warning you about files in your "overwrite" mod. 1. exe. And since you're just starting with MO2: Tools -> Plugins/Tool Plugins -> INI Editor. If they're already in there, from having done it before you set up MO2, that's fine. To do so, simply right-click Overwrite and you'll have an option to create a new, blank mod. When the first one landed in overwrite I went looking for what to do, finding a post that said to make a mod out of them, drag them into the mod list, done. A JSON file. MO2's Overwrite & How to Handle It || How to Mod Organizer 2. MO2 should capture and dump anything written to "data" into the overwrite folder if an output mod is not already configured in the MO2 apps list. so your mods files never get overwritten permanently. There you can select the profile that contains the mod you want to reinstall. I use MO2! Maybe you've discovered by now - the Overwrite folder is where MO2 will put everything that a tool produces when run from the executables menu. MO2 Overwrite folder deleted files. The "overwriting" files are the FNIS output. Create a MO2 install folder out of the overwrite and call it Game Junk or anything you want. You can ignore it without any issues, but if you want it to go away you can right-click on the overwrite bit at the bottom of your mod list (should be red) and hit "create mod". For creating a new mod, right-click on the list of your mods and select "Create new empty mod". You will see conflicts with the lighting icon and a plus or minus sign to show which mods have conflicts. NET Script Framework. Open the mod folder, edit "tes4ll_ultimate. But most of the time, if a *. Yes, that is exactly how you do it! All of the "new stuff" that is created gets automatically put into the "overwrite folder". ini folder/file. Installed/enabled mods, file overwrite rules, plugin order, plugin groups (LOOT groups), and plugin-to-plugin specific load order rules all have their own screen. Run the downloaded Mod Organizer 2 installer and accept the license agreement. For each file the current "winner" is shown in a drop-down list of mods supplying the same file, meaning to pick another "winner" choose another mod from the drop-down list. Now when you go to the drop-down at the top-right of MO2 (next to the "Run" button), it should be. Under game hit the advanced arrow. exe, right-click on it and select "add as executable" and click OK on the new window. bsa as the mod source for the file. MO2 only puts new files into the overwrite folder. because of the way mo2 is creating these folder paths, the data files arent saving. Those people who told you Vortex is old confused Vortex with NMM. Lesskarr Wolf. Add CK to the MO2 launcher as usual, but on the executable options enable 'Overwrite Steam AppID' and put down 1946160. So I am unfamiliar with how Mod Organizer 2 handles overwritten files, updating old addons, and using custom profiles and the ramifications of the profiles with addon updates. ago. In Mod Organizer, go ton the configure/edit executables and overwrite the steam app ID with yours. MO2 puts files in Overwrite when it doesn't know where to put them, so you need to move them out yourself and put them in the mod folder that they're supposed to be in. 예를 들어 같은 드라이브에 스카이림과 폴아웃 4를 동시에 설치하는 경우 가끔 MO 설정이 엉망이 되는 경우가 있다고 알려져 있었다. Vivid and Flacon's are pretty straightforward. Hence why you'll have a different load order in each pane, depending on mod requirements / your preferences. SSE should be there. Mod Organizer doesn't actually overwrite any files, hence Mod Organizer needs to set priorities for the mods you use, and decides which files from which mods to use. For me it fixes by puting it in MO2overwriteingamedataconfigspluginsspatial_anomaliesGo to file>manage instances. You can use them as-is. Sort and finalize the load order before. ini in Mod Organizer 2 Skyrimprefs. it outputs both to temp windows folder and to MO2 overwrite folder. tes is saved in the MO2 overwrite folder and sometimes it’s even saved fully and all I have to do is rename it to *. Extra note I use my Game Junk folder for any mods that generate files during the game. 4: Keeping /overwrite/ empty makes it easier to see any other warnings in MO2's upper right corner. BSA and both BSA's include \textures\12345. 4. Right click it, choose Create Mod, then give it a name you'll recognise (like "profile name FNIS") and activate it. mo2의 강점 2는 모드별로 파일이. Thank you! I have a two quick queries. 00. Hopefully these will be of use to you!How to. On the right-panel of MO2, click the "data" tab and go to the following folder: Data > Tools > GenerateFNIS_for_Users. The # symbol is simply used to keep the separators at the top in the mods folder. #ModOrganizer 's #Overwrite mod folder is a source of frustration for new modders and. bat as an executable in MO2. I know the basics, but one thing that confuses me is the overwrite errors. Run Wrye Bash and create a bashed patch. Initially developed for Bethesda titles, it has been expanding to support more and more games, especially as work has been done by very talented developers on mod managers to support those games. Create a folder named "Root" in it. THX for the tip. hope this helps. . You can have multiple folders active, but if they overwrite each other, it won't work. esp plugin then needs to be enabled. esp inside MW main folder. You can set this to a custom empty mod in MO2 if you want to. In addition in Vortex you can compare files side-by-side, while in MO2 you only see one mods file at a time. I think it should already have a shortcut for smapi, if not. MO2 Overwrite question . In the normal Windows file system, the Overwrite directory exists in. While the cache-files created by running SSEedit and appearing in /overwrite/ are irrelevant then it comes to 1, 2 and frequently 3, these cache-files will still trigger a warning in MO2's upper right corner and having zero warnings is the main.