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There are already like 100 threads complaing about the same thing. With multiple explanations and discussions ongoing. Why don't you post in them instead?
Those that want to use the paradox mod manager should be able to, but those who prefer steam workshop should also be able to.
Its litterally a tiny setting for them to activate .
On first CS1 was released only for PC in l 2015 and only steam workshop was existed that time. Of course only steam can install mods in one click. There no way you can implement another mod platform in CS1 without disrimination other platforms or completly destruction workshop. Valve allow instal nods only via workshop and only if you purchased game. How gamepass will download mod from workshop is he doesn't have steam account and/or game in steam?
The Steam Workshop has APIs and PDX/CO could just mirror Workshop content, as user generated content creators grant PDX/CO extensive non-exclusive usage rights to their mods already.
Christian Lindner? :D
Star Trek Infinite allows both Paradox Mods and Steam Workshop, so it is possible and from what the devs say, its pretty darn easy to do.
Some people in the past were foing the same. But then comes valve and asks to stop distributing steam mods not in workshop. And it were just peoples, not a company. How in hell company will distribute steam mods not in steam? How company will sync paradox mods with steam? Create new user everytime for each author? How they will monitoring duples? How they would sync mod to workshop if author already has account? They need to pray valve chahge their rules specially for them. And who knows what costs can be. Or they can just made one mod manager for all platforms visout breaking terms of use and without ♥♥♥♥♥♥ working sync between managers
just checked workshop and paradox mods and... congrats, you are confirmed what i am saying. Both platforms have mods exclusively for them. And ST:I only for steam.
It's really not rocket science.
Checksums and databases are used to check for version and file differences. Scripts are used to get and sort content. Fictional users can be created, but don't have to, since UGC creators give PDX/CO the right to distribute their content without attribution. Everything can be automated with relative ease.
Whilst other games don't go as far as redistributing Workshop content to another modding platform without the original author doing it themselves, they make multiple repositories, including the Workshop, work well together instead of just going for an exclusive one.
Choice is paramount.
and then alarmists start screaming about distributing mods without modder permission) Multiple repositories... how mod will get there? You are not allowed to download a mod from workshop and distribute it not in workshop.
It could be positive as the Steam one had a LOT of flaws (viruses anyone?)
The modders give PDX/CO permission to redistribute and otherwise exploit their mods even without further permission and attribution.
I can absolutely see Valve taking issue with non-Steam games using the Steam Workshop directly. But I don't see what would stop PDX/CO from mirroring mods.
Ideally, mods would be uploaded by the original authors to the repositories of their choice through multi-uploaders, then users could download them through repository managers.
CSL's Steam Workshop didn't had viruses and PDX Mods isn't immune to such threats either.
https://www.pcgamesn.com/cities-skylines/mod-malware