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For me CA launcher hasn't really bugged out to much and I haven't run into any problem I find cumbersome.
On the other hand KMM has more bugs then CA launcher for me so I avoid it.
Was CA's default mod manager at one point awful? How did it receive such a bad reputation among modders? This is the first time I've used it, so everything I know is from hearsay.
I believe for the big modders the launcher caused problems with them. As in it wouldn't play their mods or something. I imagine that would cause bad rep since it did mess with the ones people play on a daily basis.
I don't know if its still a thing since I haven't played any total war game in a bit. But it was a problem when I played.
While for a lot of people the default MM works again, it still doesn't for others, as well as a fair few people running into issues trying to run a lot of mods consecutively on the default MM
In addition to that, Kaedrin's MM has a lot of useful bells and whistles that help if you too like to mod, or even just fiddle with existing mods(Such as e.g. opening mods, from the launcher, in PFM to fiddle with their contents)
In short though
If you use few mods and don't already have issues with the vanilla launcher? Use it. You're not going to be missing those features.
If you're still experiencing issues with the CA launcher? Use KMM
If you run a lot of mods or are experienced with mod management? Ditch the vanilla MM ASAP and get <ANYTHING> else. The vanilla mod manager/launcher is honestly pretty bad and (imho) still VERY likely to just up and die on you for the tiniest things.
Only Kaedrin's let's you see what mods conflict with others, see which mods are out of date and see which mods have been updated.
This, sometimes you have 8+ so mods that are really just meant to be used when playing as one faction.
As long as you have the same mods, the default launcher launches MP just fine. BUT if you invite someone to the game that hasn't launched the game already, and they click join, steam will bypass the launcher, causing no mods to be loaded.
^
Running 70 mods currently on CA launcher, and all is good.
:P
To start API and launch errors constantly.
However the worst is that the program cant wipe its own but, meaning when you unsub from a mod it still shows up in the KMM launcher. Now that means you have go to the data folder and delete it manually but after doing so the mod is still showing Under KMM. You can toggle it on but it will crash your game as it has been unsubbed and the mod deleted from the data folder. So now you would want to check workshop content and make sure its actually gone gone, and you will find it is. So these mods who data hass been deleted and unsubbed from now showing up in KMM or ghost mods as I call them will crash your game and they will pile up and you will loose track of them, they will get activated by accident, they will drive you up a wall, no KMM will commit you, stay away from it!!