hi, you should be able to install it like any other mod.
The plugin should automatically detect Darktide Mod Loader and handle it in a special way (mostly by extracting certain files into a separate folder so it can map them manually).
if everything works correctly, the plugin should log a message like this: [game_warhammer40kdarktide.py:22] Installed Darktide Mod Loader to: 'E:\ModOrganizer\game_Darktide\custom_mappings\Darktide Mod Loader' and that folder's contents should hopefully look like this: │README.md │toggle_darktide_mods.bat │ ├───binaries │ mod_loader │ ├───bundle │ 9ba626afa44a3aa3.patch_999 │ └───tools dtkit-patch.exe README.md
If anyone's trying to keep multiple versions of the same mod in the same panel while only actually using one at a time, make sure the one you want to enable is below (bigger priority number) the others.[ ] your-mod-v1 [x] your-mod-v2-beta
or
[x] your-mod [ ] your-mod-patch-unwanted [x] your-mod-patch Where all versions use the same folder "your_mod" or whatever. I figured there's basically nobody besides me who would do this for Darktide but wanted to leave it here anyways (I'm testing a patch for a mod).
Just nerdy speculation, but I think it's because when the extension goes through the left panel, it overwrites the foldername in the sorted list each time you use the same folder name since the name only gets added to the mod name dictionary once, so the bottom one dictates if it's enabled or disabled.
hey there! Your speculation was spot-on. this should be fixed now.
If you have something like this: [x] your-mod [ ] your-mod-patchyou should now end up with "your-mod" in the mod_load_order.txt
Keep in mind the plugin will still be sorta vocal when it can't find a .mod file in "your-mod-patch" and will log an error (well, it used to log an error, until I changed it to prevent the game from launching; but I reverted it to just do a log instead). In your case you can ignore those error logs. I guess I could make the plugin smarter for that case.
[2025-05-28 05:40:52.871 E] UnicodeEncodeError: 'ascii' codec can't encode characters in position 76-79: ordinal not in range(128) Somebody help! What can i do?
Hello. I'm using Mod Organizer 2. And since the darktide's last update , when I launch the game from MO 2, no mods work. I've uninstalled and reinstalled everything. It doesn't work. Maybe you could help me. I speak French and my English is bad x). I use a translator.Have a nice day.
I got my test mods back. I didn't know I had to manually restart the toggle darktide script. I thought MO2 did it automatically. I'll test my other mods in the week and get back to you if I encounter another problem. Thank you very much because I was desperate x) Good evening.
Hi, his work just out of the box, it does not need anything else?it replaces the other mod loader, and it does not need the mod "auto mod loading and ordering"?i do not have to use "mod bat" and such? Because i installed it and the mods downloaded and installed through it, yet it does not seem to work once in game (i start with mod organizer 2). Cordially.
Hello! No, this plugin does not replace the mod loader. You still need to install Darktide Mod Loader and Darktide Mod Framework. If you install DML through MO2, you don't need to run the .bat file manually, the plugin should handle it for you.
Regarding the "auto load order mod": I haven't looked at it yet but I'm assuming it might not work, if used with this plugin? So you would have to order the mods manually right now.
The installation is virtual, so doesn't touch the actual game folder.
Mod order is by the order in which you place or install the mods, so no double screen thing. It is very clear what your mod order is and very easy to adjust.
It is easier to organize mods by type with separators
You can have a portable version of it (which makes it easy to transfer to other computers)
The UI is better and more clear.
There is a slight learning curve, but the same could be said of Vortex. Overall, it is a more useful tool that gives more control to the user. There is a reason why it is preferred in most games (look to any of the Bethesda game modding communities).
1. Overrated. Also it forces you to only run the game through MO2, while Vortex can be exited and mods are still there. 2. Vortex has that too. Mods are ordered as installed. There's a load order tab for writing to the file. Not sure what you are actually trying to say here, tbh. You still have to manage the load order either way. 3. Vortex can be organized by modtype, category, etc. Just like in MO2. You can organize and group by any column. 4. You can migrate Vortex data to another computer just by copy-pasting the Roaming AppData folder... 5. That's hilarious!
Also, it is NOT preferred in any community. You MO2 peeps are in the minority, by far. The numbers don't lie. MO2 Unique DL: 4 mil MO2 Games: ~60
Vortex Unique DL: 14 mil Vortex Games: ~450 (mostly thanks to me lol)
"Also, it is NOT preferred in any community. You MO2 peeps are in the minority, by far."
Ya so, atleast within the Fallout modding scene, using Vortex for anything outside of very basic modding/small load orders guarantees you'll break your game, normally in ways that means you'll need to delete & do a fresh install before you can try again. That's partly caused by...
"3. Vortex can be organized by modtype, category, etc. Just like in MO2. You can organize and group by any column."
Vortex's inability to easily manage load order. See because this isn't managing load order, Vortex uses LOOT, an auto sorter to take educated guesses on how mods should be sorted, & the only way to alter this is with the rules menu, which you need to manually edit for each & every mod you download, meanwhile with MO2 you just click & drag plugins into the order you want/they need to go in, because remember, LOOT is guessing, and especially for older games it generally guesses wrong. Again, decent for small simple load orders, but when you start getting into anything remotely complex the rules & exceptions system for managing mods is clunky & deeply unintuitive. i used vortex when i first got into modding games & it was easy to understand, until i deep-fried my game because vortex doesn't separate my game from the mods i downloaded & ended up borking the game files themselves, also when i tried to build up a larger modlist i couldn't get things to work because mods needed to be loaded, with their patches, in a specific order that Vortex fought me on vehemently because LOOT thought it knew best. Vortex is a great doorway into learning how to mod a game but it's also a trap that'll do more harm than good if you want to do anything of complexity.
Lmao I am modding Fallout 3, 4, and NV all in Vortex with well over 1500 mods each. It works perfectly. If you can't do that, that's a skill issue, my guy.
You know you can disable LOOT completely, right? I usually keep it turned off so I can manually set my load order. And if you feel like LOOT is wrong, you can amend the rules. It is an open project that you can contribute to.
Every critique I hear of Vortex is just ignorance. Vortex is NOT perfect, but often the criticisms I see are literally false.
And that is why mo is better, you can have different installation, and it keeps your game clean, if you do not launch with mo, then no mods. That is very good. Additionally, you have to start the 3 game you mentioned through script extender anyways unless you use a most basic list, which is not the case.
"You can migrate Vortex data to another computer just by copy-pasting the Roaming AppData folder..." that not intuitive as everything being stored in the actual mod organizer folder and is much more complex than just copy-pasting the portable mod organizer folder. Also notice how you wrote to copy and paste "Roaming AppData" but that an enormous folder that don't just contain vortex. That malice.
"Also, it is NOT preferred in any community. You MO2 peeps are in the minority, by far. The numbers don't lie. MO2 Unique DL: 4 mil MO2 Games: ~60"
This is just lying, lying by omission, feigning invincible ignorance while trying to find and abuse lack of knowledge while pretending that you are God and that nothing exist outside of you. wabbajack and various mods list / pack like nolvus, lorerim, stalker gamma, stalker modding in general, etcetera use mod organizer massively / only, including non nexus download ,such as github, where webpages will often guide you to. Then there are the forks of it. Therefore, they aren't recorded on nexus. Those things didn't just start to exist now that i mentioned them. They existed before i mentioned them, and you willfully chose to "lets them out of the writings"…
The "melodramatic" is a hypocritical reverse accusation as you felt the need to reply to this (and to come to this webpage), so this was drama to you, you even felt the need to "#scoreboard" at the end and that mean this made you very mad, you even had a need to make him feel downplayed / small, to belittle and label him, to "laugh"and find him "hilarious", at him, etcetera "You MO2 peeps are in the minority, by far.". You even had the need to lie, since you know very well most MO2 download aren't recorded. And then you know very well the nexus version is just one download source, which further prove that you are a liar, as you willfully discard truth to make a false narrative (as you pretend the only place to download mod organizer is nexus and that "the number don't lie"), as lying please you. Awful.
Also, further hypocrisy is "skill issue", i mean if starting the game through mo is too hard for you, that a "skill issue". If you can't handle truth to the point you need to make things up and leave the truth on the wayside, that a "skill issue".
Beside "statistic" from a drama seeking liar don't mean anything, to top it all off as i write this, it's 3,997,589 unique downloads on skyrim special edition page. So you even lied about the numbers of download, even if it would "advantage" (since they would have been "even lower" when you checked) you to tell the "truth", which prove that your numbers lie and that you lie. You have to lie compulsively, even if it works against you.
Which further prove you are a hypocrite because after you have the audacity to write "often the criticisms I see are literally false" implying you even care about truth... You don't. You write like the typical prideful internet troll, with the exact same methodology which i mentioned earlier, as all trolls, your intention is evil, you obliviously enjoy to lie as a pretext for bullying…
ah, the latest version was relying on a nexus ID to be set, so manual zip installs were bugged. I'm guessing you installed some mods manually? fingers crossed, should be fixed..
Tried the new version, still not working for manually added zip.
I install all of my mods manually since I have two portable installs. Listonomicon for BG3 installs its own MO2. I am not sure what would happen if I let MO2 open NMM links, but I can try it.
hmm, I couldn't reproduce this on v1.0.5 anymore, so it was a bit of a struggle. I've shuffled some code around and rewrote a few parts that seemed mildly suspicious, which might fix this ZIP/manual mod issue.
If the problem is still there in this new version, there's now a plugin setting + button for debug information. If you're okay with sharing the output, it might help pinpoint the issue (which is surely gone now. Surely.)
Either way works, in case the custom icon doesn't show up for some reason:
Don't try using this directly with steamtinkerlaunch's version of MO2.
It won't even parse far enough to show up as a valid supported game, which is complicated as hell to debug for. Not even sure where to begin in this virtualized virtualization of a virtual application... with virtual sprinkles.
Assuming STL has Qt5 and multiple other outdated python libs that just give up and move on to the next valid game.
hey there. yup, this plugin was made on Windows 10 with the latest Mod Organizer v2.5.2. I'm not sure how much I can help, but I did the easiest thing I could think of and downloaded the last MO version that uses PyQt5 (v2.4.4), and got the plugin working with it. Try it out in the optional files section if you'd like.
Went to add a mod and there's deeper issues. If you don't want to mess with this seriously edge case, I completely understand. If you're curious, here's the mo_interface.log:
[2025-04-12 00:18:34.198 E] [error.cpp:24] TypeError: No registered converter was able to produce a C++ rvalue of type enum MOBase::IFileTree::WalkReturn from this Python object of type NoneType [2025-04-12 00:18:34.198 E] [error.cpp:24] Traceback (most recent call last): [2025-04-12 00:18:34.198 E] [error.cpp:24] File "C:/Modding/MO2/plugins\basic_games\games\game_warhammer40kdarktide.py", line 119, in onModInstalled [2025-04-12 00:18:34.199 E] [error.cpp:24] self.updateModLoadOrder() [2025-04-12 00:18:34.199 E] [error.cpp:24] File "C:/Modding/MO2/plugins\basic_games\games\game_warhammer40kdarktide.py", line 137, in updateModLoadOrder [2025-04-12 00:18:34.199 E] [error.cpp:24] mods = { [2025-04-12 00:18:34.199 E] [error.cpp:24] File "C:/Modding/MO2/plugins\basic_games\games\game_warhammer40kdarktide.py", line 144, in <dictcomp> [2025-04-12 00:18:34.200 E] [error.cpp:24] if (name := self.getModFolderName(mod)) [2025-04-12 00:18:34.200 E] [error.cpp:24] File "C:/Modding/MO2/plugins\basic_games\games\game_warhammer40kdarktide.py", line 197, in getModFolderName [2025-04-12 00:18:34.201 E] [error.cpp:24] fileTree.walk(walkTree) [2025-04-12 00:18:34.201 E] [error.cpp:24] RuntimeError: TypeError: No registered converter was able to produce a C++ rvalue of type enum MOBase::IFileTree::WalkReturn from this Python object of type NoneType [2025-04-12 00:18:34.201 E] [error.cpp:24]
MO itself has a dialog of traceback errors. I can't copy paste this wall of text but if you like challenges and need to see that part I'll type it out.
For some reason, MO2 doesn't seem to like The Syndonai Edits expansion for Extended Weapon Customization.
Keeps coming up with something about: "Failed to update mod list: AssertionError: Expected exactly one (1) item inside mod folder of "The Syndonai Edits - An Extended Weapons Customization Plugin"
At V:\Modding/MO2/ plugins\basic_games\games\game_warhammer40kdarktide.py(121): getModFolderName V:\Modding/MO2/ plugins\basic_games\games\game_warhammer40kdarktide.py(68): <genexpr>
44 comments
The plugin should automatically detect Darktide Mod Loader and handle it in a special way (mostly by extracting certain files into a separate folder so it can map them manually).
if everything works correctly, the plugin should log a message like this:
[game_warhammer40kdarktide.py:22] Installed Darktide Mod Loader to: 'E:\ModOrganizer\game_Darktide\custom_mappings\Darktide Mod Loader'
and that folder's contents should hopefully look like this:
│README.md
│toggle_darktide_mods.bat
│
├───binaries
│ mod_loader
│
├───bundle
│ 9ba626afa44a3aa3.patch_999
│
└───tools
dtkit-patch.exe
README.md
want to enable is below (bigger priority number) the others.
[ ] your-mod-v1
Where all versions use the same folder "your_mod" or whatever. I figured there's basically nobody besides me who would do this for Darktide but wanted to leave it here anyways (I'm testing a patch for a mod).[x] your-mod-v2-beta
or
[x] your-mod
[ ] your-mod-patch-unwanted
[x] your-mod-patch
Just nerdy speculation, but I think it's because when the extension goes through the left panel, it overwrites the foldername in the sorted list each time you use the same folder name since the name only gets added to the mod name dictionary once, so the bottom one dictates if it's enabled or disabled.
this should be fixed now.
If you have something like this:
[x] your-mod
you should now end up with "your-mod" in the mod_load_order.txt[ ] your-mod-patch
Keep in mind the plugin will still be sorta vocal when it can't find a .mod file in "your-mod-patch" and will log an error (well, it used to log an error, until I changed it to prevent the game from launching; but I reverted it to just do a log instead). In your case you can ignore those error logs. I guess I could make the plugin smarter for that case.
Somebody help!
What can i do?
toggle_darktide_mods.bat
script since Darktide's last update?his work just out of the box, it does not need anything else?it replaces the other mod loader, and it does not need the mod "auto mod
loading and ordering"?i do not have to use "mod bat" and such?
Because i installed it and the mods downloaded and installed through it, yet it
does not seem to work once in game (i start with mod organizer 2).
Cordially.
You still need to install Darktide Mod Loader and Darktide Mod Framework.
If you install DML through MO2, you don't need to run the .bat file manually, the plugin should handle it for you.
Regarding the "auto load order mod":
I haven't looked at it yet but I'm assuming it might not work, if used with this plugin?
So you would have to order the mods manually right now.
If you have/want Darktide Mod Loader installed in MO2:
There is a slight learning curve, but the same could be said of Vortex. Overall, it is a more useful tool that gives more control to the user. There is a reason why it is preferred in most games (look to any of the Bethesda game modding communities).
2. Vortex has that too. Mods are ordered as installed. There's a load order tab for writing to the file. Not sure what you are actually trying to say here, tbh. You still have to manage the load order either way.
3. Vortex can be organized by modtype, category, etc. Just like in MO2. You can organize and group by any column.
4. You can migrate Vortex data to another computer just by copy-pasting the Roaming AppData folder...
5. That's hilarious!
Also, it is NOT preferred in any community. You MO2 peeps are in the minority, by far. The numbers don't lie.
MO2 Unique DL: 4 mil
MO2 Games: ~60
Vortex Unique DL: 14 mil
Vortex Games: ~450 (mostly thanks to me lol)
#scoreboard
Ya so, atleast within the Fallout modding scene, using Vortex for anything outside of very basic modding/small load orders guarantees you'll break your game, normally in ways that means you'll need to delete & do a fresh install before you can try again. That's partly caused by...
"3. Vortex can be organized by modtype, category, etc. Just like in MO2. You can organize and group by any column."
Vortex's inability to easily manage load order. See because this isn't managing load order, Vortex uses LOOT, an auto sorter to take educated guesses on how mods should be sorted, & the only way to alter this is with the rules menu, which you need to manually edit for each & every mod you download, meanwhile with MO2 you just click & drag plugins into the order you want/they need to go in, because remember, LOOT is guessing, and especially for older games it generally guesses wrong. Again, decent for small simple load orders, but when you start getting into anything remotely complex the rules & exceptions system for managing mods is clunky & deeply unintuitive. i used vortex when i first got into modding games & it was easy to understand, until i deep-fried my game because vortex doesn't separate my game from the mods i downloaded & ended up borking the game files themselves, also when i tried to build up a larger modlist i couldn't get things to work because mods needed to be loaded, with their patches, in a specific order that Vortex fought me on vehemently because LOOT thought it knew best. Vortex is a great doorway into learning how to mod a game but it's also a trap that'll do more harm than good if you want to do anything of complexity.
You know you can disable LOOT completely, right? I usually keep it turned off so I can manually set my load order. And if you feel like LOOT is wrong, you can amend the rules. It is an open project that you can contribute to.
Every critique I hear of Vortex is just ignorance. Vortex is NOT perfect, but often the criticisms I see are literally false.
"Trap door into harm" - So melodramatic.
That is very good. Additionally, you have to start the 3 game you mentioned through script extender anyways unless you use a most
basic list, which is not the case.
"You can migrate Vortex data to another computer just by copy-pasting the Roaming AppData folder..."
that not intuitive as everything being stored in the actual mod organizer
folder and is much more complex than just copy-pasting the portable mod
organizer folder. Also notice how you wrote to copy and paste "Roaming AppData" but that an enormous folder that don't just contain vortex. That malice.
"Also, it is NOT preferred in any community. You MO2 peeps are in the minority, by far. The numbers don't lie.
MO2 Unique DL: 4 mil
MO2 Games: ~60"
This is just lying, lying by omission, feigning invincible ignorance while
trying to find and abuse lack of knowledge while pretending that you are
God and that nothing exist outside of you. wabbajack and various mods
list / pack like nolvus, lorerim, stalker gamma, stalker modding in
general, etcetera use mod organizer massively / only, including non nexus download
,such as github, where webpages will often guide you to. Then there are the forks of it. Therefore, they aren't recorded on nexus. Those things didn't just start to exist now that i mentioned them. They existed before i mentioned them, and you willfully chose to "lets them out of the writings"…
The "melodramatic" is a hypocritical reverse accusation as you felt the need to reply to this (and to come to this webpage), so this was drama to you, you even felt the need to "#scoreboard" at the end and that mean this made you very mad, you even
had a need to make him feel downplayed / small, to belittle and label him, to "laugh"and find him "hilarious", at him, etcetera "You MO2 peeps are in the minority, by far.".
You even had the need to lie, since you know very well most MO2 download aren't recorded.
And then you know very well the nexus version is just one download source, which further prove that you are a liar, as you
willfully discard truth to make a false narrative (as you pretend the only place to download mod organizer is nexus and that "the number don't lie"), as lying please you. Awful.
Also, further hypocrisy is "skill issue", i mean if starting the game through mo is too hard for you, that a "skill issue". If you can't handle truth to the point you need to make things up and leave the truth on the wayside, that a "skill issue".
Beside "statistic" from a drama seeking liar don't mean anything, to top it all off as i write this, it's 3,997,589 unique downloads on skyrim special edition page. So you even lied about the numbers of download, even if it would "advantage" (since they would have been "even lower" when you checked) you to tell the "truth", which prove that your numbers lie and that you lie.
You have to lie compulsively, even if it works against you.
Which further prove you are a hypocrite because after you have the audacity to write "often the criticisms I see are literally false" implying you even care about truth... You don't. You write like the
typical prideful internet troll, with the exact same methodology which i mentioned earlier, as all trolls, your intention is evil, you
obliviously enjoy to lie as a pretext for bullying…
1.0.1 loads it fine, but 1.0.4 will not add it to the mod load order.
I install all of my mods manually since I have two portable installs. Listonomicon for BG3 installs its own MO2. I am not sure what would happen if I let MO2 open NMM links, but I can try it.
I've shuffled some code around and rewrote a few parts that seemed mildly suspicious, which might fix this ZIP/manual mod issue.
If the problem is still there in this new version, there's now a plugin setting + button for debug information.
If you're okay with sharing the output, it might help pinpoint the issue (which is surely gone now. Surely.)
Either way works, in case the custom icon doesn't show up for some reason:
It won't even parse far enough to show up as a valid supported game, which is complicated as hell to debug for. Not even sure where to begin in this virtualized virtualization of a virtual application... with virtual sprinkles.
Assuming STL has Qt5 and multiple other outdated python libs that just give up and move on to the next valid game.
Thank you!
[2025-04-12 00:18:34.198 E] [error.cpp:24] TypeError: No registered converter was able to produce a C++ rvalue of type enum MOBase::IFileTree::WalkReturn from this Python object of type NoneType
[2025-04-12 00:18:34.198 E] [error.cpp:24] Traceback (most recent call last):
[2025-04-12 00:18:34.198 E] [error.cpp:24] File "C:/Modding/MO2/plugins\basic_games\games\game_warhammer40kdarktide.py", line 119, in onModInstalled
[2025-04-12 00:18:34.199 E] [error.cpp:24] self.updateModLoadOrder()
[2025-04-12 00:18:34.199 E] [error.cpp:24] File "C:/Modding/MO2/plugins\basic_games\games\game_warhammer40kdarktide.py", line 137, in updateModLoadOrder
[2025-04-12 00:18:34.199 E] [error.cpp:24] mods = {
[2025-04-12 00:18:34.199 E] [error.cpp:24] File "C:/Modding/MO2/plugins\basic_games\games\game_warhammer40kdarktide.py", line 144, in <dictcomp>
[2025-04-12 00:18:34.200 E] [error.cpp:24] if (name := self.getModFolderName(mod))
[2025-04-12 00:18:34.200 E] [error.cpp:24] File "C:/Modding/MO2/plugins\basic_games\games\game_warhammer40kdarktide.py", line 197, in getModFolderName
[2025-04-12 00:18:34.201 E] [error.cpp:24] fileTree.walk(walkTree)
[2025-04-12 00:18:34.201 E] [error.cpp:24] RuntimeError: TypeError: No registered converter was able to produce a C++ rvalue of type enum MOBase::IFileTree::WalkReturn from this Python object of type NoneType
[2025-04-12 00:18:34.201 E] [error.cpp:24]
MO itself has a dialog of traceback errors. I can't copy paste this wall of text but if you like challenges and need to see that part I'll type it out.
return mobase.IFileTree.WalkReturn.CONTINUE
at the end. I updated the file.Keeps coming up with something about:
"Failed to update mod list: AssertionError: Expected exactly one (1) item inside mod folder of "The Syndonai Edits - An Extended Weapons Customization Plugin"
At V:\Modding/MO2/
plugins\basic_games\games\game_warhammer40kdarktide.py(121):
getModFolderName
V:\Modding/MO2/
plugins\basic_games\games\game_warhammer40kdarktide.py(68): <genexpr>
Any solutions?