This section contains a collection of user guides on how to use NOMM.
We hope you find this information useful and remember that we always welcome feedback and PRs either on both the documentation website and the main project
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This section contains a collection of user guides on how to use NOMM.
We hope you find this information useful and remember that we always welcome feedback and PRs either on both the documentation website and the main project
NOMM comes with a really simple & intuitive onboarding experience.
It will ask you for basic information like where you want to store downlaods, and where you want to store your mods in staging.
In modding spheres you will often hear about staging. To explain what that means we need to go through the steps of how mods get installed.
.zip, .7z or .rar.Keep in mind that:
To clarify, this will be the file structure for downloads:
[download-folder-you-selected]
|-- Skyrim
| |-- mod_1.zip
| `-- mod_2.7z
|-- Warhammer 40K Darktide
| |-- mod_1.zip
| |-- mod_2.rar
| `-- mod_3.zip
`-- Final Fantasy XII
`-- mod_1.7z
And this will be the file structure for staging:
[staging-folder-you-selected]
|-- Skyrim
| |-- mod_1
| | |-- mod_1_files
| | `-- more_mod_1_files
| `-- mod_2
| `-- mod_2_files
|-- Warhammer 40K Darktide
| |-- mod_1
| `-- mod_1_files
| |-- mod_2
| `-- mod_2_files
| `-- mod_3
| `-- mod_3_files
`-- Final Fantasy XII
`-- mod_1
`-- mod_1_files
You have the option to add your Nexus API key to NOMM to enable mod and metadata downloads.
This API key can be obtained from the Nexus website via this link and scrolling all the way down.
You may also obtain it yourself by following these steps:
Site PreferencesAPI keys tab on the leftAnd then in the same way, you will have to scroll all the way down to obtain your API key.
Once you have copied it, you can simply paste it directly in NOMM.
If you want you can simply press “continue” on this step, but obviously that will disable half the features of NOMM.
You can always add this key later from the options menu.
NOMM will need access to a few paths to work properly. The first thing NOMM will do once initial setup is over is scan your libraries that are configured on supported platforms.
Once it has done that, it will request that the user give it access to those libraries AND the previously selected paths for downloads and staging.
As much as NOMM will be able to continue functionning without the access to all libraries, NOMM will not be able to launch without write access to the downloads and the staging folder as that would directly impact its ability to mod literally any game.
Once you have used the command generated by NOMM, you will have to restart it for those new access rights to be provided to the app.
And that’s it, you’re done!
Even though NOMM’s UI was designed to be simple and intuitive, we still made a wiki page on navigating the UI if you’re lost.
You can also check out the troubleshooting guide if your games/mods aren’t working or your NOMM is facing problems.
Your first step when you launch the app is the “launcher”. It is where all the library-based logic happens.
First, the launcher checks if it has access to all your libraries.
If it doesn’t it will display a special screen to ask you to provide access or to ignore and continue anyway.
If NOMM is lacking access to either the downloads or the staging directories it will not let you ignore the warning and launch the application. This is intentional and was designed to stop the user from potentially launching NOMM in a broken state.
The launcher will then check all of your config files and try and match them with games in your libraries.
Once that process is done (generally takes <1 second), it will display all your games in a neat library-style format.
Congratulations, you’ve reached NOMM’s main library window!

NOMM is not capable of detecting two copies of the same game (e.g. one on Steam and one on GOG). It will pick one of the two. If you have two copies of the same game, please make sure you only install it once, or that you fully uninstall the second copy before scanning for games.
Each detected game will be represented by a tile. Each tile has:
From here you can do one of three things:
You can:
NOMM comes with some options to customise your modding experience.

First you have the options to modify the downloads and staging paths. Doing this will cause NOMM to check that it has access to these new folders right away.
You also have the option to modify the Nexus API key (with a little button that checks if the API key is valid)
In the configuration yamls for each game, it is possible to define a colour that corresponds to that game. If that value is set and this option is turned on, when the user launches a game from the launcher, the primary colour will be replaced by that configured colour.
If this option is turned on, the app will entirely skip the launcher and instantly launch the dashboard for the last selected game.
By default, NOMM spawns download windows when downloading files from supported platforms. It is possible to hide those windows entirely and only show the notifications that signal a download started and was finished (or an error occurred).
This will launch the dashboard windows in full screen (this will not impact the launcher windows).
You can always force NOMM to rescan libraries. This will:
If you have done any modifications to your yaml configuration files on files that were already included in the release, these changes will get overwritten when forcing a rescan.
The NOMM dashboard is split into three tabs.
Let’s start by explaining the handful of buttons top right.
| Icon | Description |
|---|---|
| Opens the staging folder in your file explorer | |
| Refreshes metadata with latest information from the mod platform. This will replace all current metadata, including the mod’s name with newer versions if available. This will also check for updates to said mods. | |
| Launches the game via the game’s platform |
The mods tab lists all the mods currently available in the staging folder.
As previously mentioned, checking for updates is done via the metadata refresh button ().
Once the button is clicked, all mods that have mod IDs will get their data refreshed from the connected modding platform.
It is possible to retroactively add a mod ID to a mod so that its metadata can be refreshed. Please see the section on the preview panel for more information.
If a mod is detected, a new button will appear on the mod’s row in the list.
Clicking this button will take you to
Unfortunately, many mod authors do not properly update the latest version ID on mod hosting websites. This means that NOMM will often detect false positives. If you notice that the mod version you currently have is the latest one there is, but NOMM is still indicating that there is a mismatch in version numbers, please feel free to contact the mod’s author to ask them to update the mod version information on the mod hosting website. There is nothing the NOMM team can do about this. (Though we are looking into ways to let the user manually ignore updates)
The main part of this screen is the list of currently installed mods.
Here is where we need to differentiate between manually downloaded mods and mods downloaded through NOMM.
Each row contains (if the mod was downloaded from a supported platform)
On the left side:
On the right side:
With NOMM 0.10.0 we have introduced a mod preview pane, accessed by clicking directly on any row in the mod list.
| Line | Button title | Action | Description of actions |
|---|---|---|---|
| More Info | Mod Description | Click | Opens up the full description of the mod in NOMM |
| Nexus | Click | Opens web browser on Nexus page of that mod | |
| Mod Contents | X File(s) | Click | Opens file explorer where mod is stored in staging folder. Mouse over lists contents. |
| Mouseover | List contents of mod | ||
| Versioning | Version badge | Click | Opens up mod platform page on files tab. |
| Mouseover | If a changelog was provided ( will be displayed) Displays the changelog | ||
| Deploy to path | Path | Click | Opens file explorer where mod is deployed in game files |
| Mouseover | Displays the full deployment path | ||
| Edit () | Click | If mod is disabled Allows the user to change the deployment path | |
| Uploader | Uploader badge | Click | Opens up mod platform on uploader’s profile |
| Endorsements | Endorsement count | Click | Endorse/Unendorse the mod |
| Mod ID | Mod ID | Click | Modify a mod’s ID |
The preview pane allows the user to change the deployment path of a specific mod.
This is useful for mods that don’t fit the mold and need to be deployed somewhere different than most other mods for a game.
For obvious reasons, this can only be done when the mod is not deployed.
This change is permanent until the mod is removed or reinstalled. In those cases, you will need to re-do the change.
The preview pane also allows the user to change a mod’s ID.
This is generally used when you manually downloaded a mod and you want to link that mod to an entry on a supported modding platform.
After having modified the mod IDs of the mods you want to link, you have to refresh the metadata of the mods.
The downloads tab is designed to handle the downloaded mods (i.e. the archives).
The downloads tab is a lot more straightforward than the mods tab.
There is no preview pane, and very limited information on the mods displayed.
Let’s look at a row again:
On the left we have:
On the right we have:
When you click the “install” button on a row of the downloads tab, the respective mod’s contents will be extracted from its archive to the game’s folder in the staging folder.
If the game is configured to have multiple mod paths, you will have to choose where to deploy the mod to.
Reinstalling a mod does the same exact thing, simply overwriting the previous version that was installed.
The utilities tab is still going to see some extensive development, but basically currently it is a place where specific tools to help mod that game can be found, downloaded, and installed. Think special tools that are necesary to mod a game, like a mod framework such as SKSE for Skyrim.
It will very likely see a major touch up (or maybe even be replaced by something completely different) in the next major release.