

Mod Organizer uses a strategy that "hides" the deployed files in an isolated directory structure that mirrors what it would be if the mod files were overlaid into the game. The difference is staging and deployment strategy: Mod Organizer 2 is fully psycho-paranoid about leaving the game directories untouched, while Vortex takes a more pragmatic approach using a filesystem feature. As for user interfaces and the rest of the functionality, I would expect that it's functionally identical, especially because the same man is responsible for the design of both! If anything I expect that Vortex might be what improves more in the near future because of Tannin's involvement in it and no longer MO*. I just prefer that methodology to the way that MO* has done it. Vortex knows about and manages these hardlinks, and you can "see" them yourself if you have a tool like Link Shell Extension (been using it for 20 years!) That Purge button I mentioned removes all the hardlinks if needed, and they only reappear when you next Deploy.īecause of the hardlinks, which appear like normal files to everything, both the game, SKSE64, and every tool you might have will all work exactly as intended, no extra trickery required. The way that Vortex handles things is more pragmatic and less paranoid: it uses NTFS filesystem hardlinks (Google that) to create duplicate pointers - NOT copied files - to all the staged mod files into the approriate locations in the game directories.

I don't muck around behind my mod manager's back (Vortex) much, so all I need is a separate mod-free profile in Vortex and the Purge button if I ever need to clean up even my modded one temporarily. I want to play the game modded, and it's truly rare that I need to even start the vanilla game.

I don't like the extra frustration this causes me, and I'm not especially worried about the game directories being pristine 100% of the time. The consequence of this "paranoia", however, is that everything that relies upon your modding in any fashion must be executed by and through MO* so that it can activate its virtual filesystem and make files appear to be where they actually are not. That's great, but its really only great for people who are, for whatever reason, completely paranoid about leaving the game folders pristine and untrammeled 100% of the time, no exceptions. As you know, MO* uses its own virtual filesystem, not unlike say TrueCrypt, to "hide" your entire modding effort completely isolated from the actual game directories. My decision boiled down to one difference: how each "virtualizes". Lemme share some observations that I posted to Reddit this month:
