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Official Steam Workshop support would be nice but, until that happens, you'll have to use Thunderstore.
Not sure what you are doing differently, but I use r2modman and it works wonderfully. Can export the whole modlist as a file for others to import and it will have all the same configs set as well.
hey I was wondering if you know about nexusmods, I heard it also has mods for lethal company. Do you think thunderstore is the better place for mods?
Looking at Thunderstore for comparison, 82 pages.
I think that just about sums that up
It's worth noting that Thunderstore's database is filled with atleast 40 odd pages of "MY MODPACK FOR BROS!". Yes, there's some fantastic mods inbetween the dunces that don't know how to import/export their profiles, but there's still loads of junk.
The main point here is that Nexus barely hosts the mods, so it's not much of a viable alternative, people clearly focus a lot more on Thunderstore. My point still stands, want to play modded, have to use Thunderstore or use its content.
Yep, no arguments here. Just wanted to add that little bit since I'd love it to be 80 pages of actual mods instead of it being more like 30-40.
Does other games on steam that use unity, use mods without it?
I'm sure there might be legal reasonings for it not if thats the case, for unity game makers to allow modding on steam, it would have to come with BepInEx in its installer, right?
Allowing people to mod outside of steam would means no fees need to be paid and no licensing agreement needs to be setup by the Dev.
...... unless BepInEx is open source then erm ..... *shrugs
I mean, there has to be a reason why this is not in unity games by default, right?
The reason why BepInEx is required is, at least to my understanding, because it's effectively hacking the game, allowing you to modify the code and inject whatever you want into there. Official mod support wouldn't work like that, though. Games, like Ravenfield (made by one dev as well btw), work by simply having built in methods to load user generated content.
You don't use some sort of plugin to hack the game and forcefully inject your code and contents into it, the game has a built in method of reading and loading additional assets. The main difference is that official mod support usually tends to be more limited, the game can only load and modify things in the exact way it was designed to do, where as with Bepin, you can effectively run anything that Unity is capable off regardless of what the game technically supports.