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If ETS2 was mod unfriendly and would only allow new textures on trucks, you could still work with very old mods. I use one for 1.36 and I'm sure older ones would also work. But then the complaint would be why the game is so mod unfriendly that nearly nothing can be modded at all.
* Rockstar joins the conversation *
Don't play many moddable games then huh.......... i could name a dozen that have specific mod loading orders lol
Exactly what I was going to say. Skyrim for example is probably one of the most well known games for modding, and definitely has one of the biggest modding communities out there, and it has a load order.
The load order exists for a reason. Some mods have dependencies on other mods and for that reason the mods the latter depends on need to be loaded first to avoid issues. The correct load order is also sometimes necessary to avoid issues or conflicts with two different mods if they both overwrite the same file.
Your mods are not loaded all at once but one after another. If two or more of them affect same thing, then the load order affects the outcome becaose every newly loaded mod overwrites each already loaded mod - if they affect same thing in the same way.
Imagine this situation: you want a truck with red cabin and blue trailer. You find a mod that makes whole your truck red and another mod that makes your trailer blue. According to the order you choose to load these two mods the outcome could be
1) red both cabin and trailer (if you load the blue trailer mod first)
2) red cabin and blue trailer (if you load the blue trailer mod second)
Bethesda games (namely Skyrim and Fallout 4) for over a year were getting Creation Club updates that would end up breaking mods...not to mention those games also required a mod order, kinda like most other games you mod.
Mods are coming with responsibilities.
- You have to manually check after each update if your mods are still compatible with the game (no, the mod manager is NOT doing this for you).
- You have to look at the specific load order of the mods. For the bigger mods (e.g. ProMods) they even state it in their tutorial.
- You should always have at least 3 profiles. One with your mods, one to test new mods or find which mod is causing the issue (aka a profile you can delete and start new without issues) and a vanilla profile (no mods ever in it) to see if an issue is mod related or not and to play the new version after a big update.
If you don't want to have these responsibilities then you shouldn't use mods.And game already kind of does that: just check the log and it identifies what's causing the issue. The problem if the game could "correct" issues on the fly, it may render a mod useless anyway. Imagine an economy mod: if game changes the code on how to calculate it, an outdated mod would simply be fully overwritten, and all values changes would go missing.
The problem people like OP have is that they wanna install 100+ mods at once, and half of them are made by modders who take ages to update them. Not to mention mods that render the profile reliant on it - the most common example are when players save a game while driving mod trucks or tunning parts, and they go incompatible.
I do use mods, but I've never had such issues. Most of the ones I use are made by modders who work pretty quickly, and that won't cause any problem if modder decides not to update them anymore.