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..
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Assuming STL has Qt5 and multiple other outdated python libs that just give up and move on to the next valid game.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.
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.
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>
21 comments
1.0.1 loads it fine, but 1.0.4 will not add it to the mod load order.
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.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.
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?