Killing Floor 2

Killing Floor 2

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Slice Apr 23, 2020 @ 6:42am
Why KF2 seems like a less modding community than KF1?
Title. Why we don't see as many mods like in KF1. I mean, no "old zeds" mod, no mods that fix the killfeed to look clearly. The killing floor classic mod died... what's happening? It's because of the fall in popularity of the game?
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Showing 1-15 of 20 comments
xdshot Apr 23, 2020 @ 7:19am 
Bad mods support
Requires better pc
Harder to learn tools
Slice Apr 23, 2020 @ 7:41am 
Originally posted by xdshot:
Bad mods support
Requires better pc
Harder to learn tools

Wow, this is so sad. This game has a lot of potential with quality of life mods, and at least re-textures. So sad...
Kasder Apr 24, 2020 @ 8:43pm 
The modding tool is better than KF1. It is a modified UDK editor which is quite powerful. But the lack in popularity in the game is the main issue.

Source: I'm a SDK user and map maker.
Last edited by Kasder; Sep 24, 2020 @ 3:56am
Siluva May 11, 2020 @ 5:10pm 
The truth is that KF2 suffer from a very heavy mod restriction. To put it simply, to make a mod like changing a character / weapon model you need to edit a specific file. But editing that said file will result on an autokick from servers when that modified asset appear in the game.

Like, if you edit the AA-12 files, you will be kicked from the server if the AA-12 appear in game, if someone pick it. There is no problem when playing solo though, but well, KF is solo...You get it.

I suppose TWI included this restriction because of Zedconomy, because well, what's the point of paying cosmetics / weapons if you can have custom ones for free?
Last edited by Siluva; May 11, 2020 @ 5:16pm
Slice May 12, 2020 @ 4:20am 
Originally posted by Siluva:
The truth is that KF2 suffer from a very heavy mod restriction. To put it simply, to make a mod like changing a character / weapon model you need to edit a specific file. But editing that said file will result on an autokick from servers when that modified asset appear in the game.

Like, if you edit the AA-12 files, you will be kicked from the server if the AA-12 appear in game, if someone pick it. There is no problem when playing solo though, but well, KF is solo...You get it.

I suppose TWI included this restriction because of Zedconomy, because well, what's the point of paying cosmetics / weapons if you can have custom ones for free?

Didn't know that. But well, the point of paying is that everyone will see your skin if you pay.

But even putting gun skins aside, no one makes QoL mods, no zed retexture mods, nothing, just random goofy maps that are all plain ♥♥♥♥.
Serious May 17, 2020 @ 7:14pm 
I would say (with my experience from games like l4d2), that maps are the most important thing for the modding community.
But the problem with kf2 and maps is:
You cant play most workshop maps in multiplayer, you need to find a server, create your own dedicated server or rent one to play workshop maps with your friends.
For a multiplayer game this is horrible.
Rokk May 20, 2020 @ 1:20pm 
Because it's not as moddable, and the whitelist is very restrictive.

And unlike KF1, it seems that KF2 doesn't just download missing stuff from the workshop as easily.
Last edited by Rokk; May 20, 2020 @ 1:21pm
[ScrN]PooSH Jun 5, 2020 @ 3:02pm 
Because Tripwire is well-known for breaking mods on almost every update. When they stopped "supporting" KF1, it gave a green light for modders. When I write a mod for KF1, I know that I can back to the game in a few years, and the mod will still be playable. In KF2, you can write a mod, and the next week it gets broken by a seasonal update.
Slice Jun 5, 2020 @ 8:09pm 
Originally posted by ScrNPooSH:
Because Tripwire is well-known for breaking mods on almost every update. When they stopped "supporting" KF1, it gave a green light for modders. When I write a mod for KF1, I know that I can back to the game in a few years, and the mod will still be playable. In KF2, you can write a mod, and the next week it gets broken by a seasonal update.

Nice to know that. So, probably the devs are kind of limiting their own game
[ScrN]PooSH Jun 6, 2020 @ 1:51am 
To be honest, nowadays there aren't many modable games. Companies are selling extra in-game content, so they are not interested in community providing such content for free.

Tripwire at least provided some level of mod support. Of course, it is far away from their statement of "KF2 being a mod-friendly game".
32141242142141 Aug 23, 2020 @ 4:32pm 
Idk about KF1 SDK, but from what I learned KF2 SDK by default crashes for most people on startup and it's not even guaranteed to get fixed if you do the 10+ tutorials that are around the internet. I'm pretty sure lots of people got demotivated by that alone, and im pretty sure i am not the only that put some time to attempt to make that shovelware work and failed to do so anyway.
Last edited by 32141242142141; Aug 23, 2020 @ 4:34pm
Licher.Rus Aug 30, 2020 @ 10:34am 
Whole workshop area are full of mom's 3d-modeller creations, that has been made in hope to put it to paid boxes and earn money from this.
Complete misunderstanding of the workshop concept.
Merim Nov 30, 2020 @ 12:58pm 
KF2 has better mod stuff than KF1 when it comes to getting some new mod contents, problem is the execution of playing them. For instance, KF2 has workshop, which is easy to access and get maps. KF1 doesnt have workshop. KF1 has really good maps and there are plenty I liked, especially objective mode maps. KF2 still needs work, and I actually have went through an issue where I cant see the servers when browsing which I manage to fix by removing my workshop items I subscribed, and deleted the file for it (since apparently unsubscribing doesnt completely remove it), I was able to see it again after.

That really needs fix honestly for KF2 because I never had that issue in KF1. KF2 has potential to be good though.
Merim Nov 30, 2020 @ 1:00pm 
Originally posted by ScrNPooSH:
To be honest, nowadays there aren't many modable games. Companies are selling extra in-game content, so they are not interested in community providing such content for free.

Tripwire at least provided some level of mod support. Of course, it is far away from their statement of "KF2 being a mod-friendly game".

Considering they are making Elysium, a mod map into a official map. Shows enough they do support the mod community. They just need to be convinced that its really good.
Rokk Nov 30, 2020 @ 1:03pm 
Originally posted by Merim:
Originally posted by ScrNPooSH:
To be honest, nowadays there aren't many modable games. Companies are selling extra in-game content, so they are not interested in community providing such content for free.

Tripwire at least provided some level of mod support. Of course, it is far away from their statement of "KF2 being a mod-friendly game".

Considering they are making Elysium, a mod map into a official map. Shows enough they do support the mod community. They just need to be convinced that its really good.

They don't support ♥♥♥♥.

Nearly all the community maps that make their way into KF2 get totally butchered in the process, and our scripting/mutator access is ridiculously restricted compared to KF1 (probably because of the DLC and ♥♥♥♥).

One of the previous community maps they did (the overgrown lab with the helipad outside) was totally messed up by Tripwire when it was added into the game. The author released a comparison showing what TWI did wrong.

Also KF1 has a workshop.
Last edited by Rokk; Nov 30, 2020 @ 1:20pm
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