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Moving from another custom items plugin doesn’t mean starting again. LodeItems reads their config files and writes LodeItems configs for you.
1

Keep the old plugin's folder

Leave plugins/Nexo/ or plugins/ItemsAdder/ where it is. The importer reads from it. You can remove the old plugin’s jar first.
2

Run the import

It runs in the background and tells you when it’s done, with how many entries it converted.
3

Check the result

The new configs are in items/imported/nexo/ or items/imported/itemsadder/. Options that couldn’t be converted are left as comments above each entry, so search those files for them.
4

Reload

Run /lodeitems reload and fix anything it reports.

What gets converted

The old plugin’s pack folder is copied to imported/<name>/pack/, so models and textures referenced as namespace:path keep working.
Items, furniture as props (hitboxes, seats, lights, placement, rotation, storage, drops, sounds, beds, doors, jukebox, evolution, connectables), custom blocks, soulbound, backpacks, commands (as events), smelting, harvesting, and armour with its effects.Nexo writes furniture offsets (barriers, click boxes, seats, beds, lights) with x the other way round from the model. The importer flips them, so hitboxes land under the model. If you imported with an older version of LodeItems, run /li import nexo again.
Items (old & colour codes become MiniMessage), furniture (hitbox size, where it can be placed, sitting height) and blocks. REAL_TRANSPARENT blocks become see-through blocks; REAL_WIRE and TILE blocks become walk-through blocks.

Redo by hand

The importer is a starting point, not a perfect copy. These need redoing yourself, and the comments in the converted files point them out:
  • Furniture states, and connecting furniture that Nexo doesn’t define with item models.
  • Nexo’s corner sofa models turn to the right, which is LodeItems’ default (corners: right), so they need no change.
  • ItemsAdder events and actions.
  • Anything else the comments mention.
The importer converts configs, not worlds. Custom blocks the old plugin already placed were stored as vanilla note block (or similar) states, and they’ll show up as plain note blocks. Replace them, for example with WorldEdit’s //replace, or do the move on a fresh map.