ok, full explanation;
- each mod (or rather, its files) needs to reside in a modfolder which needs to be placed in the DMM folder. no extra folders (so for example, \DMM\SCP_beta6\*all files and folders* is good, \DMM\SCP_beta6\SCP_beta6\*all files and folders* is bad). how you make this happen is up to you, if you like to move things around manually, you can, but there is no point, the mod manager can be pointed at the zips (as in, multiple), and load everything up automatically.
- once that is done, you should be able too see the mods in the manager gui (no warnings or errors should be displayed), you activate them, set the priorities up, click exit and start the game. do not use the DMM folder to store zipped files, and do not delete the proper modfolders with the active mods as they will stop working if you do.
and contrary to the popular belief, you don't have to start the manager each time you want to run a modded game, the mods are set and good to go, and unless you want to change your mod loadout, you can just run the exe or whatever.
Post edited September 30, 2024 by voodoo47