This may be common knowledge, but I can't find info about this anywhere: what are the lesser green numbers in brackets by each mod's main sorting order number?
EDIT: is it simply that those indicate the recommended mod order as per the mod's creator, and the actual ordering is always fully manual (the main, bigger black number)? Thanks.
Green number is the loadorder set by the mod author before MW5MO changed it. It's there to have a reference as to what the author has intended the loadorder to be. Generally you want to sort by the green number, and only change things if you want to override a certain mod.
The black number is the actual loadorder, so how the game will load your mods. Hope this helps!
An option to refresh the mod list would be nice, I added a couple of new mods but none are appearing in the list. I tried to select the mod folder again or use the add mod function but no luck on it
Edit: I realized the mod I was trying to add actually contained several mods inside the folder and the mo doesn't read them properly
use the 'add mod' button at the bottom of the application window to add in new mods, this will automatically make them appear in the list as well as if you use it to update mods, it will properly replace the mod and keep the loadorder you set it as.
multiple mods within the same mod folder are not treated as separate mods by the game, you can only change the loadorder of the mod folder and all its mods within it, not each mod in a mod folder
Something I have always wondered, so figured I'd ask.
Have you considered an option to automatically change the load order based on each mods defaultLoadOrder?
I have 100+ mods and it would be handy being able to click one button to instantly change the order. Even if you change things back to defaults, it won't correctly sort by number.
For example, the mod I just added has a load order of 21, but it is in position 21 along with all of the other load order 0's. It seems to assume you only have a single mod for each numbered slot. For me, loadorder 1 doesn't start until slot 42.
Mods are already ordered by defaultLoadorder if you reset them to defaults. You also can't have multiple mods occupy the same index - this is programmatically impossible.
When you have multiple mods that share the same defaultLoadorder they will be sorted alphabetically just like how the game would load these mods in. What you see in MW5MO is the exact order MW5 will load the mods in.
You can right click, select all mods and then reset them to default if you would like all your mods to be ordered by their original defaultLoadorder. I will add an action though so you can just reset all your mods in one go.
Basically, having mods placed where they "should" be by load order, instead of position. If I load a mod that has a load order of 21 I'd like it to actually come after stuff that has a load order of 9 or 20 and not just being put in position 21.
Using YAGDM as an example and how it looks when using the default. In my list, it is in position 72 when actually sorting by load order.
I see, this would only work if it was not allowed to move mods yourself - defeating the purpose of the tool.
Because you can move your mods and change its loadorder freely, it's impossible to have a system that accurately places a new mod to where it should belong.
For example; Let's say I have a few mods with the following defaultLoadorder: 0, 0, 0, 2, 4, 5, 8 and I want to add a mod to with the defaultLoadorder of 3. If mods could not be moved freely, it would be straight forward to place the mod between 2 and 4, but let's imagine the following situation. I have moved the mod with defaultLoadorder 2 behind 5, we now have 0, 0, 0, 4, 5, 2, 8. Now where does the mod with defaultLoadorder 3 go? Should it go before 4, or should it still be placed after 2? What if I changed 4 to be behind 5? What if I moved 8 to the front?
I know what you want and I've thought about how to implement such a system too, but it's not possible when you can move mods around as it will remove any capabilities of knowing where it should be placed
Understood, like I mentioned, I just had always wondered the way it worked. I figured there could be a sort by load order button that would just move everything by actual load order as a good baseline before moving things manually.
The only thing I could do is indeed when adding a new mod through the Add mod button, I'd check its position compared to all mods if they were in their defaultLoadorder position and then use that position to place the mod instead. However, this might not be 100% accurate at all times and you'd have to use the built in system to add new mods (which I use myself religiously anyway because it saves a lot of time).
I noticed you were updating the search option - had two more things I'd love to see if they are simple enough.
How about always show conflicts on load and save the screen size of the program? When the program is launched, you cannot see the conflict icons unless you disable/enable a mod.
Also, the app always starts as pretty tiny, especially if you use a higher resolution. Hit the + sign on the right and it gets even smaller. Yes, I know it is pretty simple to resize the window, but it could save a lot of time if it could remember the sizing an if the conflict window on the right should be open. Sometimes things have to be launched dozens of times when trying to troubleshoot.
Couple of months old, but I was getting tripped up by a similar issue where "Reset to defaults" did not seem to be sorting the mods properly, however, on further reading, as per Merlockx's comment here,
You can right click, select all mods and then reset them to default if you would like all your mods to be ordered by their original defaultLoadorder. I will add an action though so you can just reset all your mods in one go.
I had to explicitly highlight all the mods in the mod manager (left-click one, then ctrl+A worked for me) then click "Reset to defaults". After that, it sorted all mods based on their default load orders. What tripped me up was that I did not expect that the reset to defaults was only for the selected mod instead of all of them, but after that it's been fine so thanks for this chain.
Love the features in the new update! Especially the search box and greyed out non-active mods, but also the build version, which is useful for those mods which don't have their version updated (which is most of them...).
One question about the search feature. It only finds the first match. Is there a way to have it either highlight all matches or a way to move to the next match? Some words show up multiple times in many mod lists ("von", "marauder", "yet another").
As a second level, the ability to search mod authors would also be helpful.
There are also some odd matches, such as this one:
It isn't clear to me why searching for "x" results in a match with "Assorted DLC Fixes"
Also, when performing a search, if you type letters which do appear but then add a letter which doesn't appear, it still highlights the match that existed with only the previous letters. For example, if I search my mod list for "von" it highlights "vonHUD" (the first mod in my list containing that string). If I then add an 'x', so I am searching for "vonx", it keeps "vonHUD" highlighted, even though that doesn't match the search string.
That isn't a big issue, but I wanted to point it out, in case it's something that you feel is both easy and worth fixing.
The way it's currently setup is it will just search for whatever input you gave if that input is contained in one of the display names, meaning if you just type one letter it'll look for the first mod in the list with that letter.
I could work out the feature to be more in depth, but I felt the way it works currently it will already solve the issue of knowing you have a mod in your list, but you're too lazy to try and find it in the haybale.
I can deselect the previously found mod if the input doesnt find anything anymore when you keep typing, I'll add that for next update.
Searching for authors is something I thought about but felt like it would rarely get used? I could easily add a filter dropdown menu so you can switch searching between display name or author name, but it just felt unneeded. If it's really something you could get use out of I'll add it as well.
For me personally, it would definitely be helpful to be able to find all the mods with a particular text string (whether highlighting all at once or allowing me to find the "next" one). Currently if I need to find where vonMissions is in my mod list, I have to either search visually or dump the load order to a text file and search that way. An inconvenience, but not a huge one.
The deselect option is a nice thing to have in terms of completeness of the app, but in my opinion not an important feature.
Searching authors is definitely a rare case. I would definitely use it occasionally, but not very often. Not sure it's worth the effort.
Of the 3 features, the ability to search for a text string that appears in multiple mods is by far the one I am most interested in (and I would guess, that would be the case for other users, as well). In part this is because my mod list is (too) long (163 mods in the list, 118 active).
"Currently if I need to find where vonMissions is in my mod list, I have to either search visually or dump the load order to a text file and search that way."
Yes, sorry. That was a poor example. That works properly, of course.
Where it doesn't work as well is with the various "Yet Another..." mods.
Some are "YA..." (like "YA Shade Mech"), others are "Yet Another..." (like "Yet Another Mechlab"), and others are "YetAnother..." (like "YetAnotherRevampedWeapon").
Being able to search for "another" in multiple locations would be helpful.
Another example of "multiples" in terms of names are "T6M's Marauder III", "T6M's Marauder IV", and "T6M's Marauder V."
It's much easier to search for "marauder" than the 3 specific mods. Or if I want to check which "betty" mods I have, searching for "betty" only finds the first one of the 3 that I run.
First thing after starting the application, you should set the primary folder path using the "Open primary folder" button at the top. This folder should be where your mods are stored that you downloaded from the Nexus. On Epic Games this is: "Epic Games\MW5Mercs\MW5Mercs\Mods", there should be something similar for GOG.
After loading up your Mods folder, you should see all the mods appear in the list. Next thing you need to do is make sure that in MW5MO, under the Mw5 mercs logo the game version is set to 1.1.361 (this is the latest game version as of this date).
After doing these steps you want to press the Deploy button to save any changes that are made by MW5MO. If you move or toggle mods you will always want to press Deploy after.
You can add new mods using the "Add Mod.." button at the bottom of the window, you can select any archive (.Zip, .rar, .7z) and it will automatically extract it within the primary folder you've setup.
I hope this helps! If you have any more questions feel free to ask.
Videos are fine and so, but I am new to modding, and I dont have a clue, how to solve the conflicts or what the best loadorder is. Recently, after updating YAML to 0.92 I might have a conflict, that lets disapear the merc territories on the starmap. I have nothing else updated since than.
If you want to use Mod Organizer after the newest update but MW5 keeps throwing out your mods because it claims that they are for the wrong game version: use Mod Organizer like always, but after hitting "deploy" go and edit your modlist.json file manually and update the second line to the following: - - - - - "gameVersion": "1.1.354", - - - - - (as of 2024-03-19, that is. Mod Organizer keeps saving it as 1.1.351 which causes MW5 to disable all mods at startup.)
@Merlockx, the image doesn't show, but I found it. thank you for pointing that out! I just didn't see it.
(in case anybody else has the same problem: in the MW5 Mod Organizer main window, there's a little text box in the upper left hand corner, right under the "MW5 Mercs"-logo. It does not simply show the current version, but is actually an editable text that allows you to change the versionn number that is exported/pushed to the modlist.json file... duh @me for not realizing that sooner)
86 comments
Check changelog for changes.
EDIT: is it simply that those indicate the recommended mod order as per the mod's creator, and the actual ordering is always fully manual (the main, bigger black number)? Thanks.
The black number is the actual loadorder, so how the game will load your mods. Hope this helps!
Anyhow, a very neat little mod organiser - much obliged sir o7
Thank you for the kind words!
I tried to select the mod folder again or use the add mod function but no luck on it
Edit: I realized the mod I was trying to add actually contained several mods inside the folder and the mo doesn't read them properly
multiple mods within the same mod folder are not treated as separate mods by the game, you can only change the loadorder of the mod folder and all its mods within it, not each mod in a mod folder
Have you considered an option to automatically change the load order based on each mods defaultLoadOrder?
I have 100+ mods and it would be handy being able to click one button to instantly change the order. Even if you change things back to defaults, it won't correctly sort by number.
For example, the mod I just added has a load order of 21, but it is in position 21 along with all of the other load order 0's. It seems to assume you only have a single mod for each numbered slot. For me, loadorder 1 doesn't start until slot 42.
Mods are already ordered by defaultLoadorder if you reset them to defaults. You also can't have multiple mods occupy the same index - this is programmatically impossible.
When you have multiple mods that share the same defaultLoadorder they will be sorted alphabetically just like how the game would load these mods in. What you see in MW5MO is the exact order MW5 will load the mods in.
You can right click, select all mods and then reset them to default if you would like all your mods to be ordered by their original defaultLoadorder. I will add an action though so you can just reset all your mods in one go.
Using YAGDM as an example and how it looks when using the default. In my list, it is in position 72 when actually sorting by load order.
Because you can move your mods and change its loadorder freely, it's impossible to have a system that accurately places a new mod to where it should belong.
For example; Let's say I have a few mods with the following defaultLoadorder: 0, 0, 0, 2, 4, 5, 8 and I want to add a mod to with the defaultLoadorder of 3.
If mods could not be moved freely, it would be straight forward to place the mod between 2 and 4, but let's imagine the following situation. I have moved the mod with defaultLoadorder 2 behind 5, we now have 0, 0, 0, 4, 5, 2, 8. Now where does the mod with defaultLoadorder 3 go? Should it go before 4, or should it still be placed after 2? What if I changed 4 to be behind 5? What if I moved 8 to the front?
I know what you want and I've thought about how to implement such a system too, but it's not possible when you can move mods around as it will remove any capabilities of knowing where it should be placed
I'll add it to the to-do list.
How about always show conflicts on load and save the screen size of the program? When the program is launched, you cannot see the conflict icons unless you disable/enable a mod.
Also, the app always starts as pretty tiny, especially if you use a higher resolution. Hit the + sign on the right and it gets even smaller. Yes, I know it is pretty simple to resize the window, but it could save a lot of time if it could remember the sizing an if the conflict window on the right should be open. Sometimes things have to be launched dozens of times when trying to troubleshoot.
What do you mean though with conflicts not showing when loading up the application? The blue icons should show no matter what
Same as that screenshot I had posted before.
I had to explicitly highlight all the mods in the mod manager (left-click one, then ctrl+A worked for me) then click "Reset to defaults". After that, it sorted all mods based on their default load orders. What tripped me up was that I did not expect that the reset to defaults was only for the selected mod instead of all of them, but after that it's been fine so thanks for this chain.
o(* ̄︶ ̄*)o
maybe one of the next updates :)
One question about the search feature. It only finds the first match. Is there a way to have it either highlight all matches or a way to move to the next match? Some words show up multiple times in many mod lists ("von", "marauder", "yet another").
As a second level, the ability to search mod authors would also be helpful.
There are also some odd matches, such as this one:
It isn't clear to me why searching for "x" results in a match with "Assorted DLC Fixes"
Also, when performing a search, if you type letters which do appear but then add a letter which doesn't appear, it still highlights the match that existed with only the previous letters. For example, if I search my mod list for "von" it highlights "vonHUD" (the first mod in my list containing that string). If I then add an 'x', so I am searching for "vonx", it keeps "vonHUD" highlighted, even though that doesn't match the search string.
That isn't a big issue, but I wanted to point it out, in case it's something that you feel is both easy and worth fixing.
Thanks for the great app!!!
I could work out the feature to be more in depth, but I felt the way it works currently it will already solve the issue of knowing you have a mod in your list, but you're too lazy to try and find it in the haybale.
I can deselect the previously found mod if the input doesnt find anything anymore when you keep typing, I'll add that for next update.
Searching for authors is something I thought about but felt like it would rarely get used? I could easily add a filter dropdown menu so you can switch searching between display name or author name, but it just felt unneeded. If it's really something you could get use out of I'll add it as well.
For me personally, it would definitely be helpful to be able to find all the mods with a particular text string (whether highlighting all at once or allowing me to find the "next" one). Currently if I need to find where vonMissions is in my mod list, I have to either search visually or dump the load order to a text file and search that way. An inconvenience, but not a huge one.
The deselect option is a nice thing to have in terms of completeness of the app, but in my opinion not an important feature.
Searching authors is definitely a rare case. I would definitely use it occasionally, but not very often. Not sure it's worth the effort.
Of the 3 features, the ability to search for a text string that appears in multiple mods is by far the one I am most interested in (and I would guess, that would be the case for other users, as well). In part this is because my mod list is (too) long (163 mods in the list, 118 active).
Can't you just type vonmissions?
Yes, sorry. That was a poor example. That works properly, of course.
Where it doesn't work as well is with the various "Yet Another..." mods.
Some are "YA..." (like "YA Shade Mech"), others are "Yet Another..." (like "Yet Another Mechlab"), and others are "YetAnother..." (like "YetAnotherRevampedWeapon").
Being able to search for "another" in multiple locations would be helpful.
Another example of "multiples" in terms of names are "T6M's Marauder III", "T6M's Marauder IV", and "T6M's Marauder V."
It's much easier to search for "marauder" than the 3 specific mods. Or if I want to check which "betty" mods I have, searching for "betty" only finds the first one of the 3 that I run.
I hope that makes more sense.
Thanks for the suggestion!
First thing after starting the application, you should set the primary folder path using the "Open primary folder" button at the top. This folder should be where your mods are stored that you downloaded from the Nexus. On Epic Games this is: "Epic Games\MW5Mercs\MW5Mercs\Mods", there should be something similar for GOG.
After loading up your Mods folder, you should see all the mods appear in the list. Next thing you need to do is make sure that in MW5MO, under the Mw5 mercs logo the game version is set to 1.1.361 (this is the latest game version as of this date).
After doing these steps you want to press the Deploy button to save any changes that are made by MW5MO. If you move or toggle mods you will always want to press Deploy after.
You can add new mods using the "Add Mod.." button at the bottom of the window, you can select any archive (.Zip, .rar, .7z) and it will automatically extract it within the primary folder you've setup.
I hope this helps! If you have any more questions feel free to ask.
Recently, after updating YAML to 0.92 I might have a conflict, that lets disapear the merc territories on the starmap. I have nothing else updated since than.
- - - - -
"gameVersion": "1.1.354",
- - - - -
(as of 2024-03-19, that is. Mod Organizer keeps saving it as 1.1.351 which causes MW5 to disable all mods at startup.)
(in case anybody else has the same problem: in the MW5 Mod Organizer main window, there's a little text box in the upper left hand corner, right under the "MW5 Mercs"-logo. It does not simply show the current version, but is actually an editable text that allows you to change the versionn number that is exported/pushed to the modlist.json file... duh @me for not realizing that sooner)