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Een vertaalprobleem melden
ARMA Reforger does the same thing. I don't get why they don't use the Workshop. It's one of the benefits of selling on Steam is the community tools.
There are mods that have nothing to do with game play. Like custom voice audio, maps and music. I agree with multiplayer servers but not single player. And at the least, the mod system should have it so that downloaded mods can be disabled and not completely uninstalled. The mod.io system requires them to be uninstalled in order to disable them.
ARMA 3 for instance, allows mods to be disabled without having to uninstall them and then re-download them to use them again. Basically, RoN is so simplistic that it looks in the mod folder and if it sees a mod, it automatically gives an unofficial score. It doesn't differentiate if a mod gives an advantage to the player or if the mod is enabled or disabled or if the mod is cosmetic and doesn't affect the game play difficulty. If a mod is harder then it should give a higher score. ARMA 3, ARK and Skyrim were so successful because they accommodated the mods, many of which added difficulty to the game. I get if a mod makes a the difficulty easier to penalize the the score.
official scores.
Simply drag it manually into the Pak folder via Nexusmods.
It's a good thing that the score doesn't count. Otherwise every idiot would be allowed to wear the developer watch. It has to hurt ;)
Otherwise you could fly over the map with a fully automatic shotgun and drum magazine + riot shield with Running Faster Mod. Plus fast binding, fast secure evidence, god mode. keep dreaming
Doesn't mean you'll use it that way, but many others will.
Simply create a mod folder and drag files in and out accordingly. Sounds like ♥♥♥♥, but with a little bit of practice it can be done within seconds.
Complete single player quickly, then mods
That's why the mod detection needs to know the classification of the mod.
As a side note, if I wanted to cheat the developer watch, I'd download a 100% save file. It's not a mod - I totally 100%'d the game, I swear!
Edit: as for my opinion, better mod classification would be nice. Even something basic like categories - doesn't have to be complex, you could even just have something like <map>, <balance>, <cosmetic>, <other> categories. Limit changes to whatever category a mod selects, and you can enforce certain categories to not affect gameplay (and thus, preserve the sanctity of high scores).
Then again, I don't know how well this would work. I don't exactly have any experience with Unreal Engine.
It might be doable but infrastructure doesn't support it already, so a re-work of-sorts is always needed for any classifications.
it doesn't have any effect on anything and we can ignore it.
It's a bad deal for the game developers though. Look at how long ARMA 3, Skyrim, ARK Survival and Fallout have lasted because of mods keeping them current. And they keep selling copies because the mods. I would think every game that comes to PC would have a pro-modder policy to keep a game selling way beyond it's prime.
Hopefully more devs will realize the only positive thing about Epic and Unreal Engine is its popularity. Any other engine could become as developer-friendly and widely supported if devs adopted it in large numbers, rather than a sham of an engine pushed by bruteforcing the development of new tools and features by that fortnite money despite the terrible foundation.