I want to install Neutral Shaders of Eternity and True Mastery mods from Nexusmods. When I checked the Steam directory [C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity], there is no Mods subdirectory to install them.

i still get warnings when i enter the game that the unofficial patch mod isnt active and the command extender and something about FOSE as well, is it not possible to manually install the mods for fallout 3?


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A few more things in general and about this tutorial


If you got KSP on Steam, it is recommend to move the game directory out of the Steam directory to prevent auto-updates! It is not possible to deactivate updates on Steam but a new game version may break a mod and/or your (modded) savegame, so you definitly don't want to update the game before you know if all your mods will still work fine or got updated.

Keep in mind that many mods which are compatible with KSP 1.4.x, are still compatible with 1.5.x and 1.6.x. If you play on 1.5.x or 1.6.x and the mod you want to install isn't available for your specific game version, you can still try an older mod version with good chances of success 


For most parts of this tutorial, I'm going to use "SCANsat" as an example, for various reasons

Quite a few mods require one or more other mod(s) to run properly or at all, these "other mods" are called dependencies. A distinction is made between hard- and soft dependencies:

Hard dependency: Required with no exception. If you don't install a hard dependency, you'll experience crashes, errors and misbehaviour of the mod.

Soft dependency: Required for additional features but not necessary to run the mod.

On a sidenote: Some mod authors who wrote/maintain multiple mods, uses an additional sub folder for all of their mods (for example: Kerbal Alarm Clock and Transfer Window Planner). Don't worry about this, just treat them like the mod in the case 1 scenario and merge the folders together


(Case 3: ModuleManager)

"ModuleManager" (MM) is powerful mod on it's own and a common dependency for many other mods but so far, the install instructions don't fit for MM. It is a little bit special in two ways: First of all, you will not find a release version within the github repository, on SpaceDock or CurseForge. In order to download ModuleManager manually, you have to visit the MM thread here in the forum:

(Picture was added quite some time after I wrote this tutorial, please don't get confused by the different mods which are installed here, compared to previous screenshots)


That's already everything you have to do, MM is now installed properly 


CKAN is a powerful and very well supported tool to manage your mods. You can install, update and remove mods with just a few clicks and even dependencies are handled automatically. It is available for Windows, Linux and MacOS and can be downloaded here:

CKAN automatically searches in some default installation paths for KSP, but if you followed my recommendation from the beginning and moved it somewhere else, you need to add it manually. Click on "Add new", navigate to your KSP install and select the "buildID64.txt".

On the first run for a new KSP install, CKAN will also ask you if you want to update the modlist and repository on each launch. I would suggest to allow both options so you are always up-to-date but it's up to you:




By default, all mods which are compatible with your KSP version will be listed. Since the list will be pretty long, there are some search options available like "mod name", "author" and "description". You can also decide which mods are listed in general by setting up the filter:




Now, the "Apply changes" button becomes available. Click on it, to display the changeset (you can also click on the "Changeset" tab). In this example, you will notice that ModuleManager will be installed as well even though we didn't select it manually. ModuleManager is set as an dependency for SCANsat so CKAN will install it automatically:



Hit "Apply" in the lower right corner to proceed.

The next two steps are optional, it depends on the mod you want to install:

Some other mods may be recommend or suggested to use along with the mod(s) you want to install. The main difference between those options is the pre-selection: Recommend mods are "opt-out" and suggested mods are "opt-in". In both cases, you will find a button in the lower left corner to select or de-select all mods from these lists.

If any of these lists appears, pick your choices and click on "Continue" to proceed.

Compatible KSP Versions

by default, CKAN will only lists mods which are compatible with your game version. Since many mods which are compatible with 1.4.x still work fine in 1.5.x and 1.6.x, you can allow CKAN to show and install these mods as well:


Dependencies are marked with a "star", recommendations got a "thumb up", suggestions are marked with a "i" and conflicts are marked with a "!". If a mod name is highlighted red, it is not compatible with your game version (if it's a dependency, you cannot install the mod!). You can double click on these mods to find the corresponding CKAN entry.

Once you are aware how mods work in KSP, you will less likely make mistakes trough (un)install of mods. More than 90% of bug reports comes from faulty installs somewhere. So, if you encounter some bug, be nice to mod authors and double check your installs before reporting issues. Install mistake may happen to new KSP players as well as veteran players. No wonder, considering the number of mods available and when you want to install significant number of mods it may be tedious and tiresome process that can lead to mistakes.

If you do that on macOS, you will not get the option to merge. You only get the options 'stop' and 'replace'. If you choose 'replace', the entire GameData folder will be replaced entirely (deleting the Squad folder and any mods you have installed).

CKAN can auto update your mods(breaks kopernicus, and by extention your planet mods, and your modded saves get corrupted, I never use CKAN), also I tried it and it is INFURIATING to find what went wrong with e.g your new planet mod because you don't know where to look because you don't know where the logs and gamedata folders are

Case 3: ModuleManager)One little thing is left to mention: "ModuleManager" (MM) is powerful mod on it's own and a common dependency for many other mods but so far, the install instructions don't fit for MMbecause it is distributed as a plain .dll file. Place the "ModuleManager.dll" directly within the "GameData" folder of your game....no sub folder or anything

I am a bit confused why x.x.x.dll appears not to be mentioned or referred to when the mods require the ModuleManager.X.X.X.dll to function, not a folder called ModuleManager? on the other hand it could be my internet blindness

I dont quite understand the first part of your question, but most mods include multiple files/folders, so to make it easy to install/remove, they generally come with one, parent folder that contains everything. And generally, you only have to "put" that one folder in your /GameData/ folder.

ModuleManager is just *one* file, so no need to have it in its own folder. So to make it easier, you just have to "put" that one file in your /GameData/ folder.

Plus, when troubleshooting or asking for help with broken mods, using a screenshot of the list of folders (mods) in your /GameData/ folder, its easier for anyone trying to help, to actually *see* the ModuleManager file, and to know *exactly* what version it is, and that its the correct one or not, because the version number is in the file name. vOv

Every time I update my project I have to use the dev kit and upload with a new file Id as a hidden file. Then I edit the .vdf file with the correct file id and use steamcmd to upload again. Then delete the duplicate with the wrong ID. It works for me every time, but really this needs to be looked into as it seems to be a hack way of making an update.

Not just myself, but practically everyone I know in my community has found auto-update to be entirely busted. Anytime a mod updates we have to manually unsubscribe and re-subscribe to it before the latest version will download.

Yeah, Steam can b way too helpful sometimes. I also found that with some really large mods (and updates) that Steam either had a hissy fit or was sulking and messed up so it would restart, get confused and restart again and then try updating another game. A mess. With large mods I usually delete the local pak file(s) anyway and then resubscribe. That always works.

Never install mods into the game installation directory (ie: C:\Program Files (x86)\Steam\SteamApps\common\Stellaris\mod or ~/.local/share/Paradox Launcher/games/stellaris/mod), as the mods will not be properly loaded.

When manually installing a mod (moving it into the mod/ directory), the launcher my still complain that it cannot find the mod. This is because the mod's *.mod file may be providing a different path. For example, if the mod was ripped from Steam Workshop, the .mod file may point to a path like "steam/workshop//". The correct path should be "mod//" since you're not using Steam Workshop. Save the file and then revisit the launcher. If the launcher reports that the mod still cannot be found, you can troubleshoot further by looking at the mod in the launcher's mod tools popup where it will show you the exact path where it is looking for the mod. ff782bc1db

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