Dragon's Dogma 2

Dragon's Dogma 2

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DanteX Apr 24, 2024 @ 8:58pm
The New Update is ALL ABOUT remove MODs.
All MODs that add the same content as Steam DLCs are broken with the New UPDATE (24/04/2024).
This is very shameful from CAPCOM
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Showing 1-15 of 44 comments
Ryan Fenton Apr 24, 2024 @ 9:07pm 
I don't mind them updating or breaking mods.

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.
DumbKet Apr 24, 2024 @ 9:08pm 
Originally posted by DaltonXDev:
All MODs that add the same content as Steam DLCs are broken with the New UPDATE (24/04/2024).
This is very shameful from CAPCOM
Every single mod I use is still working. The only thing that broke is the dlss framegen mod.
Last edited by DumbKet; Apr 24, 2024 @ 9:20pm
Ryan Fenton Apr 24, 2024 @ 9:11pm 
I think the mod that lets you get more than 10 portcrystals breaks on every update, but it's already just been updated... so I should already be good to go.
Sovereigndrake Apr 24, 2024 @ 9:20pm 
Most games break mods on updates no?
They don't directly support mods anyway so it's obviously gonna happen
Arthur Morrigan Apr 24, 2024 @ 9:25pm 
My mods still work. Maybe you're just being insane?
ShadowSkill11 Apr 24, 2024 @ 9:31pm 
So? Mods break all the time when games update, ask Bethesda. Modders usually fix them or a new modder replaces them. Expecting a game software company to support unsupported mods from anyone is not realistic.
Butcher Apr 24, 2024 @ 9:56pm 
Originally posted by ShadowSkill11:
So? Mods break all the time when games update, ask Bethesda. Modders usually fix them or a new modder replaces them. Expecting a game software company to support unsupported mods from anyone is not realistic.
Mount&Blade: Warband mods never broke with updates. Even oldest mods made 10+ years ago work with newest version. The secret? Each mod is separated module.
AvG Apr 24, 2024 @ 10:03pm 
as a safety measure a lot of complex mods would self break if the version number changes. This was done in a lot of games to protect the user from getting data corruption and possibly losing your game save.
I know this isn't always the case but its something to keep in mind that sometimes its designed that way.
TemplarGFX Apr 24, 2024 @ 10:13pm 
take off your tinfoil hat bro
JtDarth Apr 24, 2024 @ 10:23pm 
Originally posted by Butcher:
Originally posted by ShadowSkill11:
So? Mods break all the time when games update, ask Bethesda. Modders usually fix them or a new modder replaces them. Expecting a game software company to support unsupported mods from anyone is not realistic.
Mount&Blade: Warband mods never broke with updates. Even oldest mods made 10+ years ago work with newest version. The secret? Each mod is separated module.
That's not entirely true, as there absolutely were cases where updates to warband broke mods. The REAL reason mods don't seem to break for it is because it went out of active development about 9 years ago, and a result had, for the most part, minor bugfix updates and multiplayer updates since then, when they weren't updating things related to napoleonic or VC DLC..
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.
Butcher Apr 24, 2024 @ 10:28pm 
Originally posted by JtDarth:
Originally posted by Butcher:
Mount&Blade: Warband mods never broke with updates. Even oldest mods made 10+ years ago work with newest version. The secret? Each mod is separated module.
That's not entirely true, as there absolutely were cases where updates to warband broke mods. The REAL reason mods don't seem to break for it is because it went out of active development about 9 years ago, and a result had, for the most part, minor bugfix updates and multiplayer updates since then, when they weren't updating things related to napoleonic or VC DLC..
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.
That is true for module based mods. Check out talewords forum and search for "Land of ice and snow" or something along the lines with santa, snowman and tree factions. This was one of the first mods released in the first month after release. Still works as of now.
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.
Ben Apr 24, 2024 @ 10:30pm 
Originally posted by TemplarGFX:
take off your tinfoil hat bro
ACM modder TemplarGFX?
Originally posted by Female Trouble:
My mods still work. Maybe you're just being insane?
Cheat user..
Dadaism Apr 24, 2024 @ 10:42pm 
Are you new to gaming? complaining mods not working after the patch is like complaining in the morning why sun rises. :steamfacepalm:
JtDarth Apr 24, 2024 @ 10:44pm 
Originally posted by Butcher:
Originally posted by JtDarth:
That's not entirely true, as there absolutely were cases where updates to warband broke mods. The REAL reason mods don't seem to break for it is because it went out of active development about 9 years ago, and a result had, for the most part, minor bugfix updates and multiplayer updates since then, when they weren't updating things related to napoleonic or VC DLC..
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.
That is true for module based mods. Check out talewords forum and search for "Land of ice and snow" or something along the lines with santa, snowman and tree factions. This was one of the first mods released in the first month after release. Still works as of now.
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.
No, even module based mods sometimes broke based on changes to main game files. Module system was NOT total isolation of game files. It was rare for an update to break mods, but it did happen. Module system is also straight up unworkable in regards to modern games, as it was effectively a separate game install for each combination of mods. That's not feasible with modern filesize requirements. The closest you will ever get to that is a VFS based approach like what MO and MO2 use. Which itself is far from hassle-free, even for games that MO and MO2 are explicitly designed to support.

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.
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Date Posted: Apr 24, 2024 @ 8:58pm
Posts: 44