Turok
 This topic has been pinned, so it's probably important
Edward850  [developer] Dec 22, 2016 @ 3:54pm
How to play Steam Workshop maps and mods
If you've found yourself here, you a probably a tad lost on how to launch mods you're subscribed to in the workshop.

While it would make more sense to include this function in the engine itself, it couldn't be done due to the level of complexity resource modification and scripting provides, and reloading this content post runtime wouldn't be feasible.

So instead, in order to launch these mods, we have provided a mod loader inside the editor itself. Open the editor and go to the Workshop Items right-most tab. If you don't see any of your subscribed items, click the "Reload subscribed items" button (the green rotating arrow in the top left).
Now simply select on of the mods you desire and click Launch (next to reload). You can also select multiple mods to load at once using ctrl+click. Once launched, when starting a new game, instead of going into the normal game directly, you'll see a list of all maps in the mod instead (if any selected mods provide maps).
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Showing 1-15 of 22 comments
Smoke39 Dec 22, 2016 @ 4:36pm 
Why not make the "play" action on steam run a launcher that lets you select your active mods and then run the game proper? Having to load the editor just to play a mod is pretty awkward.
Sixty Four Dec 22, 2016 @ 10:19pm 
Thanks though I needed this xD
EmTee Dec 23, 2016 @ 3:01am 
Originally posted by Smoke39:
Why not make the "play" action on steam run a launcher that lets you select your active mods and then run the game proper? Having to load the editor just to play a mod is pretty awkward.
THIS !

Dayne Dec 23, 2016 @ 3:58am 
Originally posted by mikeatwar:
Originally posted by Smoke39:
Why not make the "play" action on steam run a launcher that lets you select your active mods and then run the game proper? Having to load the editor just to play a mod is pretty awkward.
THIS !
^THAT^
KingfossilFER Dec 23, 2016 @ 9:07pm 
If I unsubscribe does the content also get removed from my Drive, or I have to remove the mods manually?
SirSwerving Dec 25, 2016 @ 11:52pm 
Originally posted by Smoke39:
Why not make the "play" action on steam run a launcher that lets you select your active mods and then run the game proper? Having to load the editor just to play a mod is pretty awkward.
Exactly this, A bethesda-like frontend launcher that remembers your enabled mods and loadout would be handy
Originally posted by Sir Swerving:
Originally posted by Smoke39:
Why not make the "play" action on steam run a launcher that lets you select your active mods and then run the game proper? Having to load the editor just to play a mod is pretty awkward.
Exactly this, A bethesda-like frontend launcher that remembers your enabled mods and loadout would be handy

F**k launchers. Seriously. I don't need another 'click play to play' thing on top of already existing steam client. It breaks controller support, steam link and big picture, and I need these for my living room setup.
Bethesda's launchers are the worst - they are obligatory to launch, look ugly, require mouse and they are absolutely useless for anything other than changing resolution which you need exactly one time (or even doesn't need at all if you play at native res). And even then recent Bethesda games allow you to manage mods in-game.

They should make a separate app. So when you press 'play' on steam there is not two current options, but 3 options - 'Play game', 'Launch Turok editor' and 'Play modded game' with a third option opening a separate app where you can disable/enable mods and launch custom modes and maps.
Last edited by زهرة الأوركيد9♠; Dec 27, 2016 @ 3:55pm
Smoke39 Dec 27, 2016 @ 3:56pm 
They could make the launcher controller aware, you know... They could also make it jump straight to the game automatically if you don't have any mod subscriptions.

Hiding another option in the context menu is almost as bad as launching mods from the editor. It's more intuitive for sure, but lots of people still won't think to even look there.
Disgraciau Jan 3, 2017 @ 2:20pm 
Would be cool to have something similar to Serious Sam 3: BFE, where you can play a custom version and tick/untick the mods which you subscribed.
steveballmer Jan 4, 2017 @ 3:50pm 
Originally posted by Smoke39:
Why not make the "play" action on steam run a launcher that lets you select your active mods and then run the game proper? Having to load the editor just to play a mod is pretty awkward.
Totally agree. Editor is different tool with different purposes.
how do you update a mod?
quasardw  [developer] Jan 8, 2017 @ 7:57am 
Mods should update automatically just like other Steam content.
NØT WYATT Jan 7, 2018 @ 10:42pm 
Originally posted by Edward850:
If you've found yourself here, you a probably a tad lost on how to launch mods you're subscribed to in the workshop.

While it would make more sense to include this function in the engine itself, it couldn't be done due to the level of complexity resource modification and scripting provides, and reloading this content post runtime wouldn't be feasible.

So instead, in order to launch these mods, we have provided a mod loader inside the editor itself. Open the editor and go to the Workshop Items right-most tab. If you don't see any of your subscribed items, click the "Reload subscribed items" button (the green rotating arrow in the top left).
Now simply select on of the mods you desire and click Launch (next to reload). You can also select multiple mods to load at once using ctrl+click. Once launched, when starting a new game, instead of going into the normal game directly, you'll see a list of all maps in the mod instead (if any selected mods provide maps).
Umm, this isn't true, I've found a way to load mods without the mod launcher.

Quoted from my review;

"I figured out how to load mods without using the editor:

Step 1: Go to - (Your Drive):\Program Files (x86)\Steam\steamapps\common\SteamLibrary\steamapps\workshop\content\405820 - You will see folders with different numbers, inside these folders are your mods.

Step 2: Take out all the ".kpf" files in each of these folders and copy them to the main directory for Turok - (Your Drive):\Program Files (x86)\Steam\steamapps\common\SteamLibrary\steamapps\common\Turok - Dinosaur Hunter

Step 3: Set go to the game properties in steam, and click "Set Launch Options". Once here you'll need to enter the command "+KexPakFile::LoadZipFile:" (Without the quotes) And then enter the name of the mod after.

- [EXAMPLE] - "+KexPakFile::LoadZipFile: turokrevampedstartmenu.kpf"

Step 4: Do this for every mod you have installed.

ENJOY!
Posted June 29, 2017. Last edited June 29, 2017."
Last edited by NØT WYATT; Jan 7, 2018 @ 10:44pm
Edward850  [developer] Jan 7, 2018 @ 11:30pm 
Launching mods from the editor very much is true. I'm a tad confused by your comment. The launcher is the reported way as it's the easiest for people to use for workshop mods for general users.
Meanwhile, "+KexPakFile::LoadZipFile:" is not an applicable launch parameter (you've gotten confused with an error message, it seems). If you want to load mods from the command line, use
"-file <filename.kpf>".
You can also load them by putting them in the /mods folder, where they will be loaded automatically.

Last edited by Edward850; Jan 7, 2018 @ 11:42pm
I can't load up mods from the editor to play.

Like, it thinks i have no mods on the workshop subbed to while that isn't the case.

Refreshing the modlist doesn't help, and clicking the button to launch the workshop does nothing for me.
---
Update: Every time i start the editor, in yellow text at the bottom it says it failed to initilize the workshop, which would explain that, but i have no clue -why- it fails to do so.
Last edited by Smogginal Dorksfurth; Dec 2, 2018 @ 1:40am
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