I've finally grokked the most recent version, and after sifting thru my own tortured 1,204 mod load order -and- re-absorbing both the Cmty Guideline & Sai's feedback,
... this seems to be Nearly Perfect! for my setup (after doing a bot o' re-arranging, lol). Thank you!
Effort, insight, listening & revising all greatly appreciated.
Assuming the order remains as per the screenshot image, I would now highly recommend it, incl for new users looking for a standard to start building out their load order.
Kudos +2
----- My only real hesitation remains in re: the placement of the special category for actualsailorcat's stuff (Valkrana's Spellbook {which is a [Spell] Library}, Animate Dead++ & all it's downstream dependents, etc.).
At least with the mods in my setup, Animate Dead++ et seq needs to go much lower in the load order, as it otherwise will conflict as prev mentioned. I've had to drop this grouping down below all my Subclasses (either before or after the UI category, doesn't/shouldn't matter... some edge cases could conceivably drop it down to the Late Loaders where CC & CF compatibility patches reside?)
I'm also wondering where, e.g., Transmog Enhanced goes in this order... I kinda wish the community genral guide would provide more examples that use important mods that aren't so easily categorizable. But, that's not a critique on this utility, it's a "me" problem, lol
Also, about sailorcat's stuff, that is why I added a note in the tabs description, that mods that go with sailorcat's should be placed in that particular tab (E.g. Dread Overlord), but I can take a print screen on my own setup about that particular tab.
Transmog should go under "Tools" tab, like Appearance Menu and Fallen's transmog bags. I've had them in there and didn't had an issue.
I grok the rationale for saying place Dread Overlord (and other stuff that interacts w/ AD++ et seq, like Path of UnDeath, Legacy of Death & others) in the same bucket along with actualsailorcat's... but, doing so would ruin the feng shui of my l/o (so, for my personal pref, I just drop the actualsailorcat bloc down below classes/subclasses & whatnot, which seems more elegant {and resolves conflicts appropriately for me}).
ymmv
I don't know why, but your imgur image links never work for me (I might have some stupid browser extension that blocks it for some reason... I'll have to go check)
But, that's alright, as I've got actualsailorcat's detailed recommendations already implemented and I've confirmed compat / conflict stuff with all the relevant mod authors, so I don't really need your print screen.
Thank you so much for this. I have really bad OCD and being able to actually organize the mess that are the mods that I use feels so nice. It also helps me figure out where things are if they don't work
You shouldn't use the in-game mod manager with nexus mods. Use mod.io if you wish to use the in game mod manager, tho, I don't understand much about it since I never touched and probably never will.
Should just put your entire load order in the mod or as an optional. If its 1200 mods long it blows away most of what there is available to look at since patch 7. Also would make it easier on others who dont want to hand sort 1200 mods lol. I find most modders approach it in a way where youll order mods based on how the character creator approaches them when you start the game in terms of visuals,classes, and dieties. You somewhat do that but a few drift off at the bottom with tattoos and piercings. Most of the time it doesnt make a difference though.
Also is somewhat lite on categories like textures and the nsfw mods being that high up is in reference to gear, but not npc visuals and bodies. Some details could be added to the categories description. For instance someone looking at this wouldn't know presets all go in the heads section as an example. Yes modders need to do their due diligence but the goal is to get it to where its braindead easy. There are not many guides that lay things out well. The wiki is pretty meh in its descriptors and making collections is a pain in the ass with modnexus. usually easier to just have someone with a ton of mods throw their modsettings in a download and let modmanager order it and tell them what they are missing. This is a good step in the right direction though. I have about 1400 mods and its close to your order but to get to where ours would be requires far more than 42 category list as there are a lot of specifics.
If you want I can throw my modsettings to you and you can put it in as an optional if you don't want to do it. I would like to see a solid patch 7 list out that doesn't require a lot of internal patching like goons even if his list is good. Plus I could get feedback on if mine is good or not I guess
By "your entire load order", you probably mean my collection ? If so, my collection's load order is already public, here. And no, I don't have 1200+ mods haha but I guess you can have some pretty good "examples", since I use most of the "main stream ones". I followed the communities guidelines to make these tabs, so if the piercings are more towards bottom is because it is mostly recommended to be like that.
There are some details in each tab description (if you hover your mouse on top of the tab) where you can get a hint of what it should go there, but take in mind that some mods are somewhat special and should be placed in another total different tab. I mean, heads and hairs are pretty straightforward imo. A mod that adds a face or a head, should probably go into the heads category. Seems pretty braindead to me haha
Anyway, I made this initially for my collection's load order, since, imo, works better with the categories I wanted/needed. But then started to have requests and suggestions and somewhat drifted a bit away, which is fine. Just glad I can somewhat help people find their way into modding.
Can I request some load order categories please? I think also libraries and frameworks should be separated. It would also be useful to have several "Custom" categories such as "custom 1, custom 2, custom 3" etc for unforeseen needs.
Also are these all numbered? If so they need to be corrected as the load order is VERY VERY VERY wrong, or just remove the numbers so that people can sort their order properly. Please refer to this for some clarification: BG3 Modding Community Wiki: General Load Order Guide
Concur... the order suggested conflicts rather mightily from the standard per the Community General Load Order Guide.
Among other things (just off the top of my head): - 'Appearance Customizer'... if this is meant to be all one' heads/hairs/eyes/tails/genitalia/piercings/etc., then generally these go *after* custom races/classes/subclasses (esp. Unique Tav et al)... if this also includes, e.g., Appearance Edit Enhanced, then that particular mod (incl its Origins add-on) needs to go down near the bottom, just b4 the Mod Compatibility patches (I've run into conflicts where Appearance Edit Enhanced + Origins needs to go very late) - Spell Lists/Additions often are pre-reqs for particular custom races/classes/subclasses, so need to *before* such (they're also sometimes used for custom equipment)... 5e Spells has always sat up near the top of my l/o (per the Cmty Guide), near my Unlock Level Curve & level cap stuff.
Can make some custom ones, sure. Libraries and frameworks usually go head to head, that is why they are together, for example ahz library and av framework, they are both frameworks. Imo, the load order isn't wrong, at least so far in my experience. I am testing everything with my own collection (which will be released at some point) and so far everything is working as intended.
The numbers were added per request and thus they won't be removed.
Appearance menu should go under tools, 5e spells is a library, spells tab is for individual spells, like unholy smite spell.
Could you possibly provide a tutorial for people to make their own empty PAK categories? Can't be that difficult.
Yes in your opinion and experience it may be fine but the wider BG3 modding community somewhat sees this modpage as a bit of a joke, no offence. I was just trying to be nice and offer constructive criticism, and I don't think you realised how much it deviates from the load order on the wiki and on the official discord server (not to mention it ignores the description pages of mods such as unique tav custom appearance). It also deviates from general load order practices when modding.
I am well aware that goes a bit against what the others say and that is fine. My load orders always went a bit off the normal ones, so to speak. And i own the biggest collection of bg3 on Nexus (the collection is now hidden due to me working on another one).
Either way, to make a category just follow what is on the pak, pretty simple.
Alright, now I am home. So, basically, you just unpack the .pak and see all the folders inside. Open everything and delete the lsx file due to having my UUIDs and that can cause some sort of conflict. Go back to the initial folder and pak the mod, you will see a window to add some information, there you can add wtv you want. After that, you can delete the zip that was created and just go inside all the folders until you see the lsx file, open it. In there you can edit the name you will see inside BG3MM. After you are done, just pak the mod again.
Appreciate, also, the comments re: how you categorize things & where certain specific things go +1 Along those lines: Where would, e.g., Animate Dead++ {and all its submods & spinoffs} go in you order, and where would they be ordered relative to both Combat/Difficulty/Encounter mods -and- Necromancy overhaul mods?
Last thought: Consider maybe amending the name to 'Guidelines for Sai's Idiosyncratic (or Unique?) Load Order'? If the order is somewhat idiosyncratic/unique to your modlist, giving the impression that this is a General Load Order Guideline seems a bit off-track (esp for newcomers).
I remade the tabs and organized them like the general guide, so, now it should be actually easier for new comers. Also, if you hover your mouse over a tab you will see a small description with more info about said tab that can help you see which mods should go in there.
sailorcat's mods are a bit unique, since they need to be in a specific load order otherwise they might conflict with each other or with mods that require them. E.g. Valkrana's Spellbook needs to be after 5e Spells, 5e Spells is a library, so if you put Valkrana's Spellbook under Spells should work without issues. Animate Dead++ should be under Tweaks & Fixes, all the sub mods of Animate Dead++ should be directly under its main mod.
Here is an image with a General Load Order for sailorcat's mods. I should probably make a specific tab and place it to better fit within other mods, would be easier for users to organize their mods I think.
hahaha I liked that name! But no, at least not now, I won't use it. Since I remade everything to better go within the community's guidelines. So, should be safe for a new user to use them without an issue (unless there is a specific mod that needs to go somewhere, like sailorcat's mods).
Reallllly apprectae the feedback & efforts here... thanks! I'll take another gander & check out the new arrangement... expect more Qs, lol
Yes, a specific tab for Animate Dead++ et seq would be a good idea, imo (esp if some potential conflicting mods ~ Necromancy stuff & Path of UnDeath, I'm looking at you! ~ are referenced in your hover tooltip thing) Also: I always thought that Valkrana's Spellbook needed to go B4 5e Spells... have had it there for a looooooooooong time, without any probs... but your reply made me go re-read its desc page, and I can see it's suggested l/o details have changed since I first began using it: Good To Know! OTOH, I use SE, and the conflicts vs. 5e go away, so l/o doesn't matter (thus why my order didn't burp with them reversed).
Using SE and Compatibility Framework avoids lots of conflicts, but even then I try to have the load order like the authors advise so I avoid conflicts. Either way, sailorcat tab is already activated and also added a visuals one because of some mods I use. Everything should properly work.
Haven't had time to digest yet, but just off the top of my head...
If sailorcat's category includes not just the Spellbook but also AD++, Skeleton Crew, Undead Encounters, and whatnot, then it seems too high in the l/o... from my experience, you're prolly gonna run into conflicts with (among other things) certain custom Races & Classes/Subclasses (usu. Necro-related ones) and maybe even some Tweaks/Fixes. ymmv ¯\_(ツ)_/¯
Dafuq, didn't saw this comment lmao sorry for the late reply.
That depends, if they need Valkrana or Animate Dead, then those two should be before the mods that need them. But if they have a particular need then you should put them in the same tab where Valkrana and Animate Dead are (E.g. Dread Overlord). They are that high because they mostly add spells or are a library on their own so mods require them, but they are special so careful when adding mods related to them, since they will likely need to be in the same tab. Always check what the authors say and check sailorcat's page of their load order for their mods.
That being said, should probably add a non numbered tab with the "custom" name where people can put those pesky mods that have a special rule.
I have an odd situation where my mod class doesn't show up. There's 2 class mod that having this behavior. Bloodletter for rouge and Storm Herald for Barbarian. If I start my character as a barbarian Storm Herald will be there but when i want to multiclass my barbarian to rouge the bloodletter the subclass mod wont shows up. Its still true when i reverse it. If i start as a rouge the bloodletter will be there however the Storm Herald will be gone when i want to multiclass to it. What causing this behavior?
That has nothing to do with this. But my guess would be something with compatibility, I think Storm Herald is compatible with everything due to compatibility framework, Bloodletter I never tried.
What else could cause this is some mod replacing one of those due to invalid/equal UUIDs.
fwiw, Bloodletter is also a CF-based subclass mod, and so -- in theory -- sposedly compatible with other subclasses, too (assuming the pre-reqs (SE, Cmty Library, Improved UI, Compat FrmWrk, etc are all installed & ordered properly). It has had it's share of bugs (incl an earlier similar bug involving the failure to lvl up at/after a certain lvl; but was fixed?)... and hadn't been entirely updated {e.g., Improved UI post P7 changed assets, so icons were missing}... but nothing awful.
There are at least two different Storm Herald's, so idk which. Nitreaux's version is not CF-based, so not necessarily compat...
The fact that your problem suddenly appeared recently suggests, as Sai pointed out, a UUID conflict... prolly from some recent mod install as an addition or update to your load order? Depending on how much installing / updating you've done recently, you could go thru each [un-pack 'em via Multi-Tool] and inspect each mods' meta.lsx file to check?
I just want to add that I have 600 mods in my load order, and I definitely don't use this guidelines and I havent had any issues at all playing over 50h on my save. This guidelines seems to be different than all other guides and I wouldnt be too sure to follow this one.
That is totally fine and I am glad you haven't had an issue, have a great day! The biggest difference between these tabs and all the others out there is that mines are numbered, so it is easier to place them in order.
Would you consider adding a loading number into the category titles and/or their descriptions in the files themselves? Any preset organisation you might have had is most likely lost when packed into a zip, since everything unpacks in alphabetical order. Combine that with their names not matching up consistently with the mod page descriptions, and it can quickly get confusing, even for more seasoned modders, so it's probably beyond daunting for people newer to modding.
Hello. I could do that, but how would you rather want it ? 1, 2, 3 ? At the beginning or the end ? I didn't had a preset, basically those are tabs/separators with names and in the description there are tips where they might fit, but in theory you can make up your own load order and have the tabs where you want.
I am open to suggestions and all are welcome, so yeah, thank you for making some (:
Changing the titles to something like "00 Core", "01 Framework", etc would be the most concise way I could think to do it, at least for the primary stuff that pretty much has to go at the top of the load order. It gets more handwavy around the middle and end, I know, where things aren't needed to be quite as precise.
Also, tab/separators for "Spells", "Eyes", "Makeup/Tattoos" (mostly for color options, since the actual replacers tend to be manual overrides), "Dyes", "Dice", etc might be helpful just to help further keep things organized.
Due to 7.0, overrides don't work like before, so ideally, you should set those override mods into the load order. Another thing about adding numbers would be users not wanting that order, I mean, initially I made these separators for a collection I am making, that is why I am mostly only adding things I need. I will consider adding numbers, but, my view on a ideal load order might go against the view of another user.
I will make a Spell, Dyes and a Tattoo/Makeup tabs. And I just noticed what you meant with "overrides" lmao, you mean the loose files where they actually replace files from the game. But thanks for the suggestions!
This will add separators to better help you organize your load order. So, in theory, these will add nothing to your game, just to your load order. They are dummy .pak files with nothing in them aside the text file needed to create this dummy file.
Thanks very much for the explanation. .Can you recommend a mod that allows changing the load order in the in-game Mod Manager? Unfortunately, the mods that say that they allow changing the load order in the in-game Mod Manager have not worked for me... the button is there but does nothing. Perhaps that is due to some sort of mod conflict. I use the external BG3ModManager for load order and hope that the game doesn't change it too much. Any advice is much appreciated. Thanks!
Would you mind sharing your process for creating these separators? I'd like to create some of my own with different names. but I'm not entirely sure how to go about it. I did try taking some of yours and repacking them by changing the appropriate strings in meta.lsx. Is that the proper method?
That wouldn't be the most effective way, since it could cause some issues. What you can do is unpacking them, delete said meta.lsx and pack them. Then, a meta.lsx will be created with the info you gave them during packing, there you can change a name to match what you want.
You can compare the meta.lsx files (mine and yours) and see where you should change the name so it can appear in bg3mm.
It probably sounds way more confusing than what it is, but you should get the hang of it in no time.
45 comments
I've finally grokked the most recent version,
and after sifting thru my own tortured 1,204 mod load order -and- re-absorbing both the Cmty Guideline & Sai's feedback,
... this seems to be Nearly Perfect! for my setup (after doing a bot o' re-arranging, lol).
Thank you!
Effort, insight, listening & revising all greatly appreciated.
Assuming the order remains as per the screenshot image, I would now highly recommend it, incl for new users looking for a standard to start building out their load order.
Kudos +2
-----
My only real hesitation remains in re: the placement of the special category for actualsailorcat's stuff
(Valkrana's Spellbook {which is a [Spell] Library}, Animate Dead++ & all it's downstream dependents, etc.).
At least with the mods in my setup, Animate Dead++ et seq needs to go much lower in the load order, as it otherwise will conflict as prev mentioned. I've had to drop this grouping down below all my Subclasses (either before or after the UI category, doesn't/shouldn't matter... some edge cases could conceivably drop it down to the Late Loaders where CC & CF compatibility patches reside?)
I'm also wondering where, e.g., Transmog Enhanced goes in this order... I kinda wish the community genral guide would provide more examples that use important mods that aren't so easily categorizable. But, that's not a critique on this utility, it's a "me" problem, lol
Thanks again!
Also, about sailorcat's stuff, that is why I added a note in the tabs description, that mods that go with sailorcat's should be placed in that particular tab (E.g. Dread Overlord), but I can take a print screen on my own setup about that particular tab.
Transmog should go under "Tools" tab, like Appearance Menu and Fallen's transmog bags. I've had them in there and didn't had an issue.
I grok the rationale for saying place Dread Overlord (and other stuff that interacts w/ AD++ et seq, like Path of UnDeath, Legacy of Death & others) in the same bucket along with actualsailorcat's... but, doing so would ruin the feng shui of my l/o (so, for my personal pref, I just drop the actualsailorcat bloc down below classes/subclasses & whatnot, which seems more elegant {and resolves conflicts appropriately for me}).
ymmv
I don't know why, but your imgur image links never work for me
(I might have some stupid browser extension that blocks it for some reason... I'll have to go check)
But, that's alright, as I've got actualsailorcat's detailed recommendations already implemented and I've confirmed compat / conflict stuff with all the relevant mod authors, so I don't really need your print screen.
Mod on...
Also is somewhat lite on categories like textures and the nsfw mods being that high up is in reference to gear, but not npc visuals and bodies. Some details could be added to the categories description. For instance someone looking at this wouldn't know presets all go in the heads section as an example. Yes modders need to do their due diligence but the goal is to get it to where its braindead easy. There are not many guides that lay things out well. The wiki is pretty meh in its descriptors and making collections is a pain in the ass with modnexus. usually easier to just have someone with a ton of mods throw their modsettings in a download and let modmanager order it and tell them what they are missing. This is a good step in the right direction though. I have about 1400 mods and its close to your order but to get to where ours would be requires far more than 42 category list as there are a lot of specifics.
If you want I can throw my modsettings to you and you can put it in as an optional if you don't want to do it. I would like to see a solid patch 7 list out that doesn't require a lot of internal patching like goons even if his list is good. Plus I could get feedback on if mine is good or not I guess
I followed the communities guidelines to make these tabs, so if the piercings are more towards bottom is because it is mostly recommended to be like that.
There are some details in each tab description (if you hover your mouse on top of the tab) where you can get a hint of what it should go there, but take in mind that some mods are somewhat special and should be placed in another total different tab.
I mean, heads and hairs are pretty straightforward imo. A mod that adds a face or a head, should probably go into the heads category. Seems pretty braindead to me haha
Anyway, I made this initially for my collection's load order, since, imo, works better with the categories I wanted/needed. But then started to have requests and suggestions and somewhat drifted a bit away, which is fine. Just glad I can somewhat help people find their way into modding.
Also are these all numbered? If so they need to be corrected as the load order is VERY VERY VERY wrong, or just remove the numbers so that people can sort their order properly. Please refer to this for some clarification: BG3 Modding Community Wiki: General Load Order Guide
Among other things (just off the top of my head):
- 'Appearance Customizer'... if this is meant to be all one' heads/hairs/eyes/tails/genitalia/piercings/etc., then generally these go *after* custom races/classes/subclasses (esp. Unique Tav et al)... if this also includes, e.g., Appearance Edit Enhanced, then that particular mod (incl its Origins add-on) needs to go down near the bottom, just b4 the Mod Compatibility patches (I've run into conflicts where Appearance Edit Enhanced + Origins needs to go very late)
- Spell Lists/Additions often are pre-reqs for particular custom races/classes/subclasses, so need to *before* such (they're also sometimes used for custom equipment)... 5e Spells has always sat up near the top of my l/o (per the Cmty Guide), near my Unlock Level Curve & level cap stuff.
Imo, the load order isn't wrong, at least so far in my experience. I am testing everything with my own collection (which will be released at some point) and so far everything is working as intended.
The numbers were added per request and thus they won't be removed.
Appearance menu should go under tools, 5e spells is a library, spells tab is for individual spells, like unholy smite spell.
Bodies is for unique tab, eotb and such.
Yes in your opinion and experience it may be fine but the wider BG3 modding community somewhat sees this modpage as a bit of a joke, no offence. I was just trying to be nice and offer constructive criticism, and I don't think you realised how much it deviates from the load order on the wiki and on the official discord server (not to mention it ignores the description pages of mods such as unique tav custom appearance). It also deviates from general load order practices when modding.
Either way, to make a category just follow what is on the pak, pretty simple.
So, basically, you just unpack the .pak and see all the folders inside. Open everything and delete the lsx file due to having my UUIDs and that can cause some sort of conflict. Go back to the initial folder and pak the mod, you will see a window to add some information, there you can add wtv you want. After that, you can delete the zip that was created and just go inside all the folders until you see the lsx file, open it. In there you can edit the name you will see inside BG3MM.
After you are done, just pak the mod again.
Appreciate, also, the comments re: how you categorize things & where certain specific things go
+1
Along those lines: Where would, e.g., Animate Dead++ {and all its submods & spinoffs} go in you order, and where would they be ordered relative to both Combat/Difficulty/Encounter mods -and- Necromancy overhaul mods?
Last thought:
Consider maybe amending the name to 'Guidelines for Sai's Idiosyncratic (or Unique?) Load Order'?
If the order is somewhat idiosyncratic/unique to your modlist, giving the impression that this is a General Load Order Guideline seems a bit off-track (esp for newcomers).
sailorcat's mods are a bit unique, since they need to be in a specific load order otherwise they might conflict with each other or with mods that require them. E.g. Valkrana's Spellbook needs to be after 5e Spells, 5e Spells is a library, so if you put Valkrana's Spellbook under Spells should work without issues. Animate Dead++ should be under Tweaks & Fixes, all the sub mods of Animate Dead++ should be directly under its main mod.
Here is an image with a General Load Order for sailorcat's mods. I should probably make a specific tab and place it to better fit within other mods, would be easier for users to organize their mods I think.
hahaha I liked that name! But no, at least not now, I won't use it. Since I remade everything to better go within the community's guidelines. So, should be safe for a new user to use them without an issue (unless there is a specific mod that needs to go somewhere, like sailorcat's mods).
I'll take another gander & check out the new arrangement... expect more Qs, lol
Yes, a specific tab for Animate Dead++ et seq would be a good idea, imo
(esp if some potential conflicting mods ~ Necromancy stuff & Path of UnDeath, I'm looking at you! ~ are referenced in your hover tooltip thing)
Also: I always thought that Valkrana's Spellbook needed to go B4 5e Spells... have had it there for a looooooooooong time, without any probs... but your reply made me go re-read its desc page, and I can see it's suggested l/o details have changed since I first began using it: Good To Know!
OTOH, I use SE, and the conflicts vs. 5e go away, so l/o doesn't matter (thus why my order didn't burp with them reversed).
Either way, sailorcat tab is already activated and also added a visuals one because of some mods I use.
Everything should properly work.
Haven't had time to digest yet, but just off the top of my head...
If sailorcat's category includes not just the Spellbook but also AD++, Skeleton Crew, Undead Encounters, and whatnot, then it seems too high in the l/o... from my experience, you're prolly gonna run into conflicts with (among other things) certain custom Races & Classes/Subclasses (usu. Necro-related ones) and maybe even some Tweaks/Fixes.
ymmv
¯\_(ツ)_/¯
That depends, if they need Valkrana or Animate Dead, then those two should be before the mods that need them. But if they have a particular need then you should put them in the same tab where Valkrana and Animate Dead are (E.g. Dread Overlord). They are that high because they mostly add spells or are a library on their own so mods require them, but they are special so careful when adding mods related to them, since they will likely need to be in the same tab. Always check what the authors say and check sailorcat's page of their load order for their mods.
That being said, should probably add a non numbered tab with the "custom" name where people can put those pesky mods that have a special rule.
What else could cause this is some mod replacing one of those due to invalid/equal UUIDs.
There are at least two different Storm Herald's, so idk which. Nitreaux's version is not CF-based, so not necessarily compat...
The fact that your problem suddenly appeared recently suggests, as Sai pointed out, a UUID conflict... prolly from some recent mod install as an addition or update to your load order? Depending on how much installing / updating you've done recently, you could go thru each [un-pack 'em via Multi-Tool] and inspect each mods' meta.lsx file to check?
But, follow what BigBozat said and you should be good to go.
'Easy' is almost never the path I tread...
The biggest difference between these tabs and all the others out there is that mines are numbered, so it is easier to place them in order.
I didn't had a preset, basically those are tabs/separators with names and in the description there are tips where they might fit, but in theory you can make up your own load order and have the tabs where you want.
I am open to suggestions and all are welcome, so yeah, thank you for making some (:
Also, tab/separators for "Spells", "Eyes", "Makeup/Tattoos" (mostly for color options, since the actual replacers tend to be manual overrides), "Dyes", "Dice", etc might be helpful just to help further keep things organized.
Another thing about adding numbers would be users not wanting that order, I mean, initially I made these separators for a collection I am making, that is why I am mostly only adding things I need.
I will consider adding numbers, but, my view on a ideal load order might go against the view of another user.
I will make a Spell, Dyes and a Tattoo/Makeup tabs. And I just noticed what you meant with "overrides" lmao, you mean the loose files where they actually replace files from the game. But thanks for the suggestions!
Unfortunately, the mods that say that they allow changing the load order in the in-game Mod Manager have not worked for me... the button is there but does nothing. Perhaps that is due to some sort of mod conflict.
I use the external BG3ModManager for load order and hope that the game doesn't change it too much. Any advice is much appreciated. Thanks!
What you can do is unpacking them, delete said meta.lsx and pack them. Then, a meta.lsx will be created with the info you gave them during packing, there you can change a name to match what you want.
You can compare the meta.lsx files (mine and yours) and see where you should change the name so it can appear in bg3mm.
It probably sounds way more confusing than what it is, but you should get the hang of it in no time.