Steam update broke modded playthroughs

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saxondragon

Sergeant Knight at Arms
Seriously frustrated. 100+ hours in a playthrough, then today a small unannounced forced update.. and now the game will not launch with the mods. I now get to do tech support and spend hours investigating where the conflicts may be. My time more valuable spent in other efforts.
 
If you want to minimize the chance of updates breaking mods, you can opt into an older version of the game by using the steam beta branch system (right click game in library, select properties, select betas, pick version branch).
 
If you want to minimize the chance of updates breaking mods, you can opt into an older version of the game by using the steam beta branch system (right click game in library, select properties, select betas, pick version branch).
very recommendable for everyone who is using mods
 
Seriously frustrated. 100+ hours in a playthrough, then today a small unannounced forced update.. and now the game will not launch with the mods. I now get to do tech support and spend hours investigating where the conflicts may be. My time more valuable spent in other efforts.
Something isn't jiving well with ButterLib it seems
 
Something isn't jiving well with ButterLib it seems
Yes removing butterlib and mcm, and reinstalling them fixed the issue for me.

I had one mod ‘keep wat your kill’ that required an update, but otherwise everything was ok after that.

Ps. The update via workshop didn’t fix the issue, but a reinstall via nexus did.
(Not sure if this would apply to everyone, but it could be of help)
 
If you want to minimize the chance of updates breaking mods, you can opt into an older version of the game by using the steam beta branch system (right click game in library, select properties, select betas, pick version branch).
Or you could just release patches that really improve the game in it´s finished state and not stuff like this:

  1. TaleWorld’s server provider updated an external library, called Newtonsoft from v11 to v13, that TW (and a lot of mods) use. So TW was forced to update the external library as well. Until the affected mods update to v13 of Newtonsoft, 1.0.2 will be broken and players need to use 1.0.1 If you revert back to 1.0.1, you’ll be able to play! To revert your game, go into Steam, right click on the game, select Properites, select Betas, and select 1.0.1. UPDATE M.K.L.V.N. also pinned files and instructions on where to replace them in rot-bugs-and-crashes to fix the issues with 1.0.2 if you’re impatient and don’t want to wait for the patch. (Bearbeitet)
From the RoT (Realm of Thrones) discord:

 
Or you could make every new update (live) required and let people have their fun on the older branches? Or is this a Steam issue?

Should have bought the game on Epic to avoid this hassle.
 
Yes removing butterlib and mcm, and reinstalling them fixed the issue for me.

I had one mod ‘keep wat your kill’ that required an update, but otherwise everything was ok after that.

Ps. The update via workshop didn’t fix the issue, but a reinstall via nexus did.
(Not sure if this would apply to everyone, but it could be of help)
This worked as I reinstalled the foundational mods that was updated via nexus. I appreciate the response. @Duh_TaleWorlds Thanks for your response as well.
 
But it happened 2 times the last 8 weeks if I´m not stupid.
We practically only update live and beta branches - which currently is v.1.0.2 (live) and no beta version.

So, if you want to have modding stability, I recommend opting into a branch that is older than the current live branch (at this point that would be 1.0.1 or older).

@Duh_TaleWorlds Thanks for your response as well.
Always. Hope you are doing well in general!
 
If you want to minimize the chance of updates breaking mods, you can opt into an older version of the game by using the steam beta branch system (right click game in library, select properties, select betas, pick version branch).
So on the one hand you support Steam mods but on the other hand you recommend older beta version of the game that will not run with many up to date mods (because there is limit of one file per mod on Steam, so you cannot have older version available). Have you considered hotcode patching only for the beta version of the game, and eventual releasing of this beta as live version with proper patch notes instead of hotcoding live version as if it was still EA?
 
A version increase requires the patch to go through certification as we have cross-play set up for the Microsoft store version of the game. In cases of high urgency (such as this time) the time delay associated with that process is not always viable.

Having said that, usually silent updates are limited to issues that shouldn't affect most mods. They tend to focus on multiplayer stability issues (fixing / logging) which doesn't have the benefit of beta. Still, I will raise the topic for discussion.
 
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