Mod manager for Windows · free · Smith built in

The mod manager that fixes things.

Modsmith installs, deploys and orders your mods the way a professional tool should, and every change it makes can be undone. Smith, the assistant inside, diagnoses crashes, patches conflicts, translates mods and builds load orders with you.

0.1.0-alpha.1 · Windows 10 or 11, 64-bit · no account needed

The Modsmith window: a sidebar with Mods, Plugins and Smith, a list of five mods with version and load-order badges, the Smith panel showing local checks, and an inspector with the selected mod's conflict.

The manager

Everything a mod manager is for, done carefully.

The same workflow you know from Mod Organizer: a library, a load order, profiles, tools. Built so that the game folder is never the only copy of anything.

Library and deploy

Mods live in a library, not in the game folder. Deploy links them in, backs up every original it replaces and journals each step. Roll back puts the folder back exactly as it was.

Load order

Drag mods to order them. A LOOT-based sort is a suggestion you can undo, never a rule. Slot counters show how many regular and light plugins you have left.

Profiles

Each profile keeps its own mod set, order and saves. Switch between a vanilla-plus run and a 400-plugin build without losing either.

Nexus Mods

Connect your own Nexus account. Click Mod Manager Download on the site and the file lands in the library, identified, scanned and ready to install.

FOMOD installers

The wizard interprets installer options, conditions and previews from the archive. It never runs code shipped inside a mod.

External tools

Register xEdit, Nemesis, BodySlide, DynDOLOD and the rest. Run them against the real game folder and take their output in as a mod.

Collections and imports

Export a build as a collection file, a list of links rather than a rehost. Import a Mod Organizer 2 instance without touching it.

Saves, plugins, INI

Read a save to see which plugins it needs. Flag plugins as light with a backup. Edit game settings with versioned backups. Manage ENB and ReShade presets.

All features

The assistant

Smith reads your build. Modsmith does the work.

Smith sees the same load order, conflicts and crash logs you do. When something is wrong it says what and proposes a fix. The fix runs through the same commands you would use yourself, with the same backups.

  • Diagnoses crashes

    Reads crash logs, names the module and the mod behind it, and says what to do. Common crashes are resolved offline by local signatures before any model is involved.

  • Patches conflicts

    When two mods fight over the same records, Smith proposes a patch. Modsmith builds it, adds it to the load order and keeps a backup like for any other change.

  • Translates mods

    Translates plugin strings and interface text into your language while keeping record ids and tags intact, measured in words rather than tokens.

  • Picks and builds

    Describe the game you want. Smith picks mods that fit, checks them against each other and orders them, and you decide what gets installed.

Smith proposes, Modsmith executes. A model never writes to your files on its own.

How Smith works
Smithcrash-2026-09-12-21-40-05.log
Crash Logger SSEEXCEPTION_ACCESS_VIOLATIONfaulted in clothphys_ext.dll+0x1A2F2 modules · 214 plugins

The crash is inside Cloth Physics Extended. That DLL was built for game runtime 1.5.97, and you are running 1.6.1170. The mod page lists a build for your version.

ProposalBacked up · reversible

Update Cloth Physics Extended to 2.3, built for 1.6.1170

Opens the file on Nexus for you to download; it installs as a new version when it lands. The current version stays in the library.

Smith proposes, Modsmith executes.

Illustration. Mod names are invented; the mechanism is not.

Safety

Reversible by design.

A mod manager writes into a folder you did not create and cannot easily rebuild. Modsmith treats that folder as borrowed.

Backup, journal, rollback

Every change to the game folder, a plugin header or an INI file is preceded by a backup and recorded in a journal. Roll back is exact, and a deploy interrupted halfway is reversed from the journal on the next start.

Native code held back

DLL and EXE files inside a mod that the app does not recognise go to quarantine until you look at them. Nothing runs from an archive: FOMOD scripts are not executed, tools run only when you launch them.

No administrator rights

Per-user install into your own profile. Hardlinks need no elevation. The installer shows no UAC prompt, and there is nothing else to install.

Nothing sent without you

No telemetry, no analytics. Nexus, the LOOT masterlist and the update feed see ordinary requests when you use them. The only feature that can send anything about your build is Smith, and it shows the exact request first and waits for your answer.

The consent dialog before the first AI request: the exact JSON body that will be sent, a line saying that file paths and the Windows account name are never included, and the buttons Don't send and Allow and send.
Before the first request Smith shows the exact body it will send, and waits.

Pricing

The manager is free. Smith is a subscription.

Nothing in the manager is ever paid. Smith plans are measured in operations, not tokens, and any plan can use any model.

Free

The whole mod manager.

$0/ forever

  • everymanager feature, no limits
  • localcrash signatures and checks
  • noaccount required

Lite

Fixes my crashes.

$7.99/ a month

  • 30crash diagnoses a month
  • 50,000words of translation a month
  • 10patches a month

Max

Builds with me every day.

$49.99/ a month

  • ~2,000operations a month, fair use
  • 500,000words of translation a month
  • fullBuild with Smith, with priority

Plans in detail

Get Modsmith

Per-user install, nothing else to download, nothing to configure beyond pointing it at your game.