Profiles¶
A profile is a named, ordered list of mods with their own enabled/disabled state and options — think of it as a loadout. You always have at least one profile (a fresh install starts you with one named "Default").
Switching profiles¶
The dropdown at the top of the Mods page selects the active profile. Switching profiles swaps the whole mod list below it for that profile's own list; nothing is deployed until you click Deploy.
Creating and removing profiles¶
- + (tip: "New profile") prompts for a name (at least 3 characters) and switches to the new, empty profile.
- - (tip: "Remove profile") asks for confirmation ("Are you sure you want to remove this profile?") and deletes the current profile. This button is disabled while you only have one profile — you can't remove your last one.
Building a profile's mod list¶
Mods you've added live in the Library panel (the collapsible strip on the right edge of the mod list). From there:
- Insert at top / insert at bottom adds a library mod into the current profile's list, enabled by default.
- Mods already in the current profile don't show up in the Library at the same time — the two lists never overlap.
Within the profile's list, each mod's context menu (the three-dot button) offers Remove (takes it back out of the profile and into the Library — this does not uninstall it), Move Up, Move Down, To Top, and To Bottom. You can also drag entries to reorder them directly, and search (the search box above the list) filters the visible list by name/description — reordering and the Library toggle are disabled while a search is active.
Order matters: it's the load order. See the next section.
Load order and conflicts¶
Mods lower in the list win. When two mods change the same game file, the one further down the list is the one you see in game. The top of the list is the lowest priority, and the bottom is the highest.
The Mods page says this above the list ("Load order: when two mods change the same game file, the one lower in the list wins.") and labels the two ends Lowest priority (loaded first) and Highest priority (wins conflicts). Hover the grip at the left of any mod for a reminder.
Why: Helldivers 2 loads each game file's patches in number order (<name>.patch_0, then .patch_1, and so on),
and a higher number overrides a lower one. When you deploy, DDMM numbers each file's patches
in your list order, top to bottom. So the first mod in the list that touches a file gets .patch_0, the next one
that touches the same file gets .patch_1, and the last one gets the highest number. A mod that ships several
patches for the same file keeps them in its own order. (If that file is in your
Skip List, numbering starts at .patch_1 instead; the order is the same.)
Mods that change different files don't conflict, and their order doesn't matter.
To change a mod's priority, drag it, or use Move Up, Move Down, To Top and To Bottom in its three-dot menu, then Deploy again. The new order only reaches the game after a deploy.
For example, with two armor retextures that both change the same armor:
| List position | Mod | Result |
|---|---|---|
| 1 (top) | Red Armor | .patch_0, overridden |
| 2 (bottom) | Blue Armor | .patch_1, shown in game |
To see Red Armor instead, move it below Blue Armor and deploy.
Deleting a mod entirely¶
The Library panel's trash-can button permanently uninstalls a mod: after confirming ("Are you sure you want to
delete this mod?"), DDMM deletes the mod's files from mods/ and removes it from every profile that referenced
it. This is different from a profile's Remove, which only takes the mod out of the current profile and leaves
it installed in your Library.
A delete is all or nothing. If DDMM can't take the mod's folder out of mods/ (on Windows, usually because a file in
it is open in the game or in File Explorer), nothing is deleted and the mod stays installed. The message says
Couldn't remove "…", with the step, the cause and a hint. Close whatever has the file open and delete it again.
If only a few files are still in use after the mod is gone, DDMM deletes them the next time it starts. You can add
the mod again right away.
Mods that can't be found¶
If a mod in a profile isn't in your Library when DDMM starts (its folder was removed by hand, or its
manifest.json is damaged), the profile keeps its entry, shown as Mod not found, in the same place in the load
order. Fix or re-add the mod and it's back where it was; Remove takes the entry out for good, straight away.
A mod you deleted with the trash-can button never shows up here.
- Deploy skips missing mods and says how many it skipped. If every mod in the profile is missing, it refuses and leaves the game's mods as they are.
- If a mod comes back changed (different options, or another manifest version), the options you had chosen may no longer fit. DDMM then resets that mod's options to the defaults, keeps it on or off as it was, and tells you which mods it reset.
Saving¶
Profiles (and their mod order, enabled state, and options) are saved automatically whenever you navigate away from the Mods page or close DDMM — there's no separate "save" button.