I placed those at the end of the post so we can get straight to the guide. Also, has found some helpful youtube guides for Vortex: Activating Mods: If you have already activated mods with the ini tweak than you can skip to this section. If you see red text you'll need to set up the mod directory. With conflicting mods, make sure the mod you want more is loaded last. If you'r missing a required mod, find it on the Nexus and download it. I recommend reinstalling the dependent mod after you install the one that's required. You can also manually set load order by clicking and dragging the little dependency icon for the mod to the same icon on a different mod. It'll then ask you which you want loaded firstbut sure you've selected the higher priority or the mod that depends on the other to load last. You're done unless you have files that conflicting files, or missing dependencies, both of which Vortex recognizes and asks you about. You can close Vortex after you've deployed. When Vortex imports your mods, it will keep your setup for those programs in tact with the obvious exception of editing the plugins. Because of that it'll make a copy of all your mods, and if you have some it'll take a little time. That's pretty much all you have to worry about. If it says there are missing dependencies, then you need to find the mod back on the Nexus. You can always choose to disable or uninstall the mod if you don't want what it depends on. Now, if you have mods that conflict or are on based upon each other, Vortex may ask you which one you prefer over the other. You'll want the mod you want more to load last when you're asked. If that doesn't work, you may not have selected your game yet. Apparently, there's a problem with chrome that Vortex fixes for you. You have to click the button. This makes it so it's easier to manage mods, makes the deployment much faster, and makes it so you can have multiple profiles i. See if putting your mod folder on the same drive fixes your problem. If you continue to have trouble, you can post here, and I'll try to help you out between my long gaming sessions. In this context saying that Mod Organizer is dead is misleading, because it was forked by different developer and continues. Mod Organizer takes care of that with its virtual folder solution. I didn't use Vortex so I don't have direct comparison on how noob friendly it is. Mod Organizer can be a pain in the behind best mods for skyrim vr you have to pay attention to mod descriptions, but it pays off in the event things go awry. Ask yourself whether being an early adopter is right for you at this time, or whether it makes more sense for you to wait until Vortex reaches a more polished Beta or full release state. Considering we're being fully open about the fact Vortex will have bugs and is not in a feature complete state, do you really want to be using the software in this state. Are you going to get upset if it does not function properly or creates issues that mean playing your game is not possible until Vortex is updated or until you fix things manually. Are you competent enough to know how to backup your save games and modding folders, and able to rectify any issues manually or in another mod manager if Vortex doesn't work properly for you. Do you want to help us by providing constructive feedback and bug reports without getting emotional and rude. Are you patient and able to wait for fixes and functionality to be developed. Then we'd love it if you could download Vortex and give it a thorough run through, and we're looking forward to hearing from you. We're not recommending anyone fully switch to Vortex from their current mod management tools. We think it will get there in the not too distant future, but it's best mods for skyrim vr there yet. Of course a product that's not done yet is getting more active development than one which best mods for skyrim vr released and stable. That really depends on how big your mod list is and how frequently it changes. Then you install Mod B which changes faces for Charlie and David. If you uninstall Mod B later, Mod A's Charlie change is still gone; you're back to the default face. To get Mod A's Charlie back, you have to reinstall the whole mod. If you use Mod Organizer, each mod's files are kept in separate directories, and then a virtual merge is done when you launch the game. If you uncheck Mod B, then Mod A's Charlie is still in Mod A's virtual directory and will take effect again. If you decide you want Mod B's David but Mod A's Charlie, you can just drag Mod A lower than Mod B in the mod order. If you decide you want Mod B's Charlie after all, you can just drag and drop again to the order you want. It installs mod data directly into the game's Data folder. If you overwrite a file it's gone until you reinstall the mod it came from. See the discussion of Vortex here: I stand only partially corrected. Rather than using a virtual file system, it installs hardlinks directly into the real game directory. Correcting deployment errors requires purging and redeploying that library of hardlinks. This is a reasonable approach if your goal is to maximize compatibility with a wide variety of games, but limits you to having your mod directory on the same physical disk as your game install. There's also a probably small risk that if Vortex completely shits the bed that it could mess up your game install for realsies. This is both more elegant and less risky, albeit at the cost of cross-game compatibility. But my argument was never about ease of use. A tricycle is easier to use than an automobile; that doesn't mean that it's an adequate replacement. Your written instructions were so easy for a first-time modder to follow, and I really appreciate you taking the time to help us all out. I wonder if setting the same install location folder can make both games point to the same install.