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What I mind is that Steam doesn't let you disable updates on games without jumping through a lot of hoops.
Indie developers I've interacted with in the past have been nice enough to set versions you can go back to, but none of the big developers ever seem to do this, which is unfortunate.
I can't blame them though - but mods are totally worth it in any case. Far better than the base game, especially here.
They don't directly support mods anyway so it's obviously gonna happen
I know this isn't always the case but its something to keep in mind that sometimes its designed that way.
There's also a lot of those 10 year old mods that were, in fact, still seeing support 10 years later, even if that support was limited to changing a few numbers in a text file to make it load on most recent launcher version. Some of them, the version available now is NOT maintained by the original author, but by someone else who stepped in after original author stopped development and the mod broke on an update.
A lot of those older mods also do have a LOT of bugs behind the scenes introduced because of changes in version of main game. They just aren't critical errors, so the game doesn't crash out.
Mount and blade is also not a AAA release from a big company. Original was one man and his wife in their basement, with occasional contributions from others, Warband was like 10-20 people building on top of and cleaning up the original's code for an updated re-release.
Bannerlord, the more appropriate comparison (what with having major support behind it, having had some marketing, and generally having production value), does still regularly break mods with every update.
The module system REDUCED mod break rate, but did not eliminate it.
At any rate, one should expect mods to break on update. Many games and their mods, are EXPLICITLY designed to break/refuse to load on update to avoid save file problems or various levels of corruption. Usually the fix is literally a change to one or two numbers in an internal file to restore function, unless the patch changed something the mod directly interacts with, which is why things like REframework tend to be functional again within a few hours of a patch.
https://steamcommunity.com/sharedfiles/filedetails/?id=457764244
And yeah, it must tell you something when project made by man and his wife works better than sequel made by 100+ man team funded by Turkish government and tencent. Bannerlord multiplayer still crashes and unplayable.
It's also neat you act like the 'first mods' for Warband weren't just slapdash ports of mods for the original/using the knowledgebase built with the original, which was only possible because OG and Warband were REALLY close in regards to behind the scenes logic and file interactions.
You are basically acting like it was a big deal that some mods from Skyrim just needed a quick drag and drop with next to no editing to work in Skyrim:SE. Meanwhile, more complex mods did and do break and require reworking here and there.