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MO2 parity & capability audit

modde does not try to be a clone of Mod Organizer 2. It targets a different platform story — Linux-first, declarative, reproducible — and ships some things MO2 has never had (git-backed save vaults, declarative FOMOD, native Wabbajack on Linux). This page is the honest accounting of how the two overlap.

It is intentionally conservative:

  • Done means the feature is shipped end to end and reachable by users.
  • Partial means core logic exists, but the UX, integration, or production safety is still incomplete.
  • Not shipped means the repository should not market it as available yet.

The canonical status baseline lives in docs/capability-matrix.toml. The guardrail test crates/modde-core/tests/repo_truth_tests.rs fails the build if this page, the README, the supported games table, and the landing-site comparison drift from that file.

Feature baseline

CapabilityStatusNotes
Core VFS deploymentDoneSymlink-farm deployment, per-file hiding, atomic rollback, and conflict resolution are shipped. See Deployment & VFS.
Profile switching & save vaultsDoneProfile activation, the experiment stack, git-backed save history, and save fingerprints ship for games with real save trackers.
Bethesda plugin managementDonePlugin-order backup/restore, plugins.txt IO, LOOT parsing, Form 43 detection, and missing-master checks are shipped.
Nexus install pipelineDoneAPI-key auth, browse/search (REST + GraphQL), update checks, nxm://, single-mod installs, and Collections are shipped.
FOMODDoneInteractive wizard plus declarative TOML/JSON/Nix config generation and non-interactive application are shipped.
Executable managementDoneNamed executables with arguments, working directory, environment, Wine DLL overrides, and a configurable output (overwrite) mod, plus overwrite capture on run — in both the CLI (modde exec / modde tool add-executable) and the UI. See Executables & external tools.
Starfield save trackingDoneStarfield .sfs files flow through the shared save-tracker path.
Instance switchingPartialCLI/runtime instance selection changes the active data root, but there is no MO2-style portable/global UX yet.
DiagnosticsPartialThe CLI and UI share a real diagnostics engine fed by resolved conflicts and plugin order, but there is no MO2-style “problems” button with guided fixes.
Data tabPartialThe UI renders real conflict rows from the resolver/collision engine, but it is not yet a full merged-VFS browser with archive/hidden filters.
Downloads UIPartialThe Downloads view is wired to real queue state, but pause/resume is UI-side state rather than a durable transport-level pipeline.
Tool managementPartialThe Tools view loads DB-backed tool configs and can apply/revert tracked file patches for MangoHud, vkBasalt, GameMode, ReShade, OptiScaler, and Proton, but the catalog is narrower than MO2’s plugin ecosystem.
Mod information dialogPartialA right-rail panel shows Nexus metadata, the image gallery, and endorse/track toggles, but there is no MO2-style file-tree / INI editor / conflict-tab dialog.
Non-Nexus download backendsPartialGitHub, Direct, Google Drive, MEGA, and MediaFire backends exist and are exercised by Wabbajack/directive workflows, but they are not yet first-class install mod UX.
BAINPartialDetection and execution scaffolding exist, but the interactive sub-package selection flow is unfinished.
Generic game supportPartialUser-defined games ship through modde game add / import-export of a GameSpec TOML and a generic loader, but without a polished UI or per-game scanner/save-tracker. See Generic & user-defined games.

Supported games

Depth varies by game. Done titles are the strongest end-to-end paths; Partial titles deploy and track saves but have not been hardened to the same degree.

GameStatusNotes
Skyrim Special Edition / Anniversary EditionDonePlugins, LOOT, diagnostics, VFS, saves, and Wabbajack/Nexus workflows are the strongest path today.
Fallout 4DonePlugins, diagnostics, VFS, and save tracking are shipped.
Cyberpunk 2077DoneREDmod / CET / TweakXL-aware install and launch flows are shipped.
Fallout 76PartialVFS, plugin handling, and BA2 scanning exist; saves are effectively server-side and only lightly represented locally.
StarfieldPartialGame plugin, plugin handling, VFS, diagnostics, and .sfs save tracking exist.
Stellar BladePartialUE4/UE5-style deployment, scanning, conflicts, OptiScaler integration, and local save tracking are present, below the Bethesda/Cyberpunk depth.
Baldur’s Gate 3, Stardew Valley, Fallout: New Vegas, Oblivion, Oblivion Remastered, Bannerlord, The Witcher 3, Subnautica 2PartialEngine-appropriate deployment, scanning, conflict classification, and save tracking ship; depth and game-specific polish are still maturing.

See Supported games for the full per-game table, IDs, and per-game guides.

Where MO2 is still ahead

These are the gaps that matter most for a “drop-in MO2/Vortex replacement” claim:

  1. Mod information dialog — file tree, text/INI editing, image preview, conflict tabs, and optional per-mod plugin management.
  2. Durable download pipeline — transport-level pause/resume/cancel, ETA/speed, concurrency, update-all, and resumable metadata sidecars (modde has resumable sidecars for Wabbajack/direct downloads, but not yet a unified interactive queue).
  3. Full merged-VFS browser — archive visibility, overwrite actions, hidden-file filters, and “go to the conflicting mod” navigation in the Data tab.
  4. Breadth of tool/plugin ecosystem — MO2’s plugin surface (preview, checker, and integration plugins) is much wider than modde’s curated overlay set.

Where modde is ahead

Features with no MO2 equivalent: git-backed save vaults with full history and branching, SHA-256 save fingerprinting with pre-restore compatibility warnings, the non-destructive experiment stack, declarative FOMOD configs, native Wabbajack installation on Linux, Nexus Collections, declarative home-manager profiles, profile forking that clones save history, stock-game tree-hash verification, and unified Steam + Heroic (GOG/Epic/sideload) detection. See the landing-site comparison for the side-by-side.