Tools that need MO2 Output Mods

Creating an empty mod for overwrite output files in Mod Organizer 2 (MO2) is essential for tools that generate game-specific files, like patches, logs, and other outputs. This practice keeps your MO2 instance organized and avoids clutter in the Overwrite folder. Below is a comprehensive list of Skyrim modding tools that typically produce overwrite output files, along with why and how to manage their outputs.


1. Tools Requiring Empty Mods for Outputs

These tools generate files that should be captured in an empty mod to maintain organization and ensure outputs are tied to specific profiles or load orders.

A. SSEEdit

  • Outputs:
  • Custom patches (.esp files), cleaned plugins, merged plugins, logs.
  • Why Create an Empty Mod:
  • To track patches or edited files separately for each profile or project.
  • Empty Mod Example: SSEEdit Patches.

B. DynDOLOD / xLODGen

  • Outputs:
  • LOD data files (Meshes, Textures, Scripts, .esm, .esp).
  • TexGen outputs (e.g., optimized textures).
  • Why Create an Empty Mod:
  • Prevents LOD files from mixing with other outputs or overwrites.
  • Empty Mod Example:
  • DynDOLOD_Output for DynDOLOD files.
  • TexGen_Output for TexGen files.

C. LOOT

  • Outputs:
  • Load order and metadata adjustments (loadorder.txt, plugins.txt).
  • Why Create an Empty Mod:
  • Although LOOT changes files directly in the MO2 configuration folder, some mods using LOOT can generate logs or metadata outputs. Capturing these can be useful in debugging.
  • Empty Mod Example: Optional—rarely needed for LOOT outputs.

D. Wrye Bash

  • Outputs:
  • Bashed Patch (Bashed Patch.esp), leveled list merges, tweaks.
  • Why Create an Empty Mod:
  • Keeps your Bashed Patch tied to a specific profile.
  • Empty Mod Example: Bashed Patch.

E. xEdit Scripts (Merge Plugins, etc.)

  • Outputs:
  • Merged plugins (Merged.esp) or other custom .esp files created via xEdit scripts.
  • Why Create an Empty Mod:
  • To manage merged plugins independently of the source plugins.
  • Empty Mod Example: Merged Plugins.

F. FNIS / Nemesis

  • Outputs:
  • Behavior files, animations, and patches (Meshes, Animations, scripts, FNIS.esp, Nemesis.esp).
  • Why Create an Empty Mod:
  • Keeps generated animation behavior files separate from the Overwrite folder.
  • Empty Mod Example:
  • FNIS_Output for FNIS.
  • Nemesis_Output for Nemesis.

G. BodySlide and Outfit Studio

  • Outputs:
  • Custom meshes or morphs generated for armors and outfits (Meshes and CalienteTools folders).
  • Why Create an Empty Mod:
  • Helps manage and switch between body types or preset outputs.
  • Empty Mod Example: BodySlide Output.

H. Creation Kit

  • Outputs:
  • Edited .esp files, scripts, or other mod-related files.
  • Why Create an Empty Mod:
  • Keeps CK-created files linked to a specific project or profile.
  • Empty Mod Example: CK Edits or My Mod Work.

I. Crash Logger Tools

  • Outputs:
  • Crash logs generated by tools like Crash Logger SSE.
  • Why Create an Empty Mod:
  • Keeps logs organized and accessible for debugging purposes.
  • Empty Mod Example: Crash Logs.

J. ENB Local Settings

  • Outputs:
  • Logs (enbseries.log) or configuration files adjusted for a specific ENB preset.
  • Why Create an Empty Mod:
  • Useful if customizing ENB settings per profile.
  • Empty Mod Example: Optional—name it after the ENB preset.

2. How to Create an Empty Mod for Outputs in MO2

  1. In MO2, click the Tools icon (wrench and screwdriver) > Create Empty Mod.
  2. Name the mod based on the tool it corresponds to (e.g., DynDOLOD_Output, FNIS_Output).
  3. After running the tool, drag the files from the Overwrite folder into the new mod:
  • Right-click Overwrite in the left-hand pane of MO2.
  • Select Move to Mod…, then choose your empty mod.

3. Tools That Don’t Need Empty Mods

Some tools don’t produce outputs tied to the game files or MO2 instance:

  • LOOT (if only sorting load order).
  • Nexus Mod Manager/Vortex (used separately from MO2).
  • TexConv or other standalone utilities.

Final Recommendation

You don’t have to create an empty mod for every tool unless it produces outputs that:

  1. Affect the game directly.
  2. Need to be profile-specific for MO2.

By keeping outputs cleanly organized, you can easily troubleshoot, switch profiles, and back up your mods.

Would you like help setting up any specific tool’s output paths or organizing your MO2 instance?