This article summarises some basic information on ModGroups.
ModGroups are a purely cosmetic feature of SSEEdit. They are meant to selectively hide conflicts that have already been reviewed and were found to be intentional, and do not affect the game at all.
When working through a large load order, some conflicts will disappear after changing the position of a plugin or creating a patch, but the majority is typically intentional which means SSEEdit with a filter for conflicts will always look like a rainbow - like there is still a lot of work to be done.
Rather than constantly coming back to the same record only to conclude that its conflict(s) require no intervention, it can be helpful to create a ModGroup that hides those conflicts.
Before:
After:
ModGroups are created in SSEEdit, ideally after filtering for conflicts. If you have determined that all conflicts between a given pair of plugins (or a larger group) are fully intentional, you can create a new ModGroup for them.
You will be asked whether you wish to include current CRC32s.
CRCs are fragments of code that can be used to identify and compare files. You can see the current CRCs of your loaded plugins in the left pane in SSEEdit:
The CRC of a plugin will change when the plugin is modified (when it is renamed, ESL-flagged, records are edited/added/removed, etc). Including the current CRCs in the ModGroup means that it will only be valid for these specific versions of the plugins and break if a mod was modified (either by you or by the author in an update).
While updating CRCs in ModGroups is not particularly time-consuming, I nevertheless find it more convenient not to include the CRCs. This does mean that ModGroups may, at times, hide conflicts you have not yet reviewed after an updated to a plugin, though you can always do routine checks without ModGroups loaded later on.
Next, you will be able to modify various settings. You can change them by clicking in the cell for the column and row of the setting and plugin, respectively.
After adjusting the flags you need to enter a name for your new ModGroup at the top. The short version is: Name your Modgroup whatever you like.
Now, the long version.
If you use ModGroups a lot, you will probably create several dozen for a decently-sized load order in which case it makes sense to adhere to some kind of system. For example, I name my ModGroups after the plugins they contain, starting with the Source plugin, then going through the target plugins in the order they are loaded in.
My ModGroup for the two plugins from Realistic Water Two and the official master files (minus Skyrim.esm which cannot have critical conflicts) is named as follows:
If a patch is included, I usually combine the names of the target mods:
This is a system that works for me. Please feel free to come up with your own as I would not call mine the objectively “best” by any stretch of the imagination.
After entering a name for your ModGroup and click OK, you will be asked which plugin to “store” the ModGroup with.
To understand what this means, you need to know that a .modgroups file is essentially a text file with the names of the plugins inside. The file itself is named after the plugin it is associated with and only loads if that plugin is present. This is similar to plugin INIs and BSAs.
Every ModGroup needs to be attached to a plugin.
My ModGroups are always made for one specific plugin with the idea that if I remove the plugin, I also remove the ModGroup. This kind of modularity enables a good amount of flexibility where removing a mod does not force me to redo a number of ModGroups.
I recommend adopting a similar system with as few Source plugins as possible per ModGroup and storing each ModGroup with the Source plugin that is lowest in the load order.
ModGroup files will, as usual, be caught by the Overwrite after closing SSEEdit.
From there, you can either move the files to a ModGroups mod folder or create separate mod folders for each mod’s ModGroups (this will only be one file unless that mod has more than one plugin).
As you may have guessed, I prefer the modularity and flexibility of separate mod folders:
Handle your own ModGroups as you see fit.
ModGroups can be modified in two ways: