WE GOT A STEAM WORKSHOP, REPEAT, STEAM WORKSHOP

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Why is that Skyrim have 28k mods on Steam Workshop while 68k mods on Nexus?
Why is it that Arma 3 has 89k mods on Steam workshop while next to none on Nexus?

Also if you actually looked into the issue its because Skyrim Special Edition, the version of Skyrim most people play, doesn't have a Steam workshop page attached to it, meaning the Nexus is the only real option. Crazy how there's often time another explanation.
relax, these ppl have no idea how modding communities work, likely never were in one for real.
TW's was a quality community, but albeit a very small one. Skyrim's still rocking and the major hubs are Nexus and Romatic Laboratory (I won't name it here)
The most advanced best mods for CK2 were all outside the Workshop, but PDX managed to shoehorn it (it was their way of "DRM") for CK3. Other games that have workshop often have communities that neglect it - workshop winds up having lots of small mods from non-dedicated modders, a few mods from big modders and nothing else most of the time.
You cherry picked CK2, one of the older Paradox games. If you look at any of the other games, EU4, HOI4, hell even starting with CK3 you'd actually see large mods for each of those games. You're not arguing in good faith.
 
Also if you actually looked into the issue its because Skyrim Special Edition, the version of Skyrim most people play, doesn't have a Steam workshop page attached to it, meaning the Nexus is the only real option. Crazy how there's often time another explanation.
I am very much aware of that and that is why i only included the number of Skyrim mods not the number of Skyrim SE mods on Nexus.
 
I am very much aware of that and that is why i only included the number of Skyrim mods not the number of Skyrim SE mods on Nexus.
Doesn't really get rid of the fact that the Workshop page is effectively defunct. Most players have moved on from it. You also ignored the point of Arma 3 having next to no standing on the Nexus while having a massive modding community. Paradox games have a massive modding community and that is also almost entirely on the Workshop.
 
Why is that Skyrim have 28k mods on Steam Workshop while 68k mods on Nexus?
Because Skyrim's modding is too complex and is dependent on a large number of dependencies. That's why people use Mod Managers like Vortex, to keep track of everything that could (and probably will) eff up your save. Also because of Steam's ****up involving paid mods, which made people emigrate en masse.

I'd add to that the numerically most important factor. Steam won't let you have a pirated game on it and mod it too. People also don't risk it, even it could be done through executables. Vortex and the others mod manager don't track that, and so everyone using a pirated copy (hell, most of the people I know use one) will inevitably use Nexus.
 
You also ignored the point of Arma 3 having next to no standing on the Nexus while having a massive modding community.
I did not play Arma 3 so i do not know its situation when it comes to modding. It seems the game more focused on mp than sp.

You are the most evasive person when it comes to avoiding points.
Because Skyrim's modding is too complex and is dependent on a large number of dependencies.
And that is where BL is going.
 
And that is where BL is going.
Personally, it seems to me that it's going more in the Rimworld direction. A single required mod (maybe two) for the libraries like Huglib and a lot of smaller mods, both for QoL and flavour - with the occasional and very resource (disk space, mostly!) full conversion a la Prophesy of Pendor. But we'll have to see.
 
Personally, it seems to me that it's going more in the Rimworld direction. A single required mod (maybe two) for the libraries like Huglib and a lot of smaller mods, both for QoL and flavour - with the occasional and very resource (disk space, mostly!) full conversion a la Prophesy of Pendor. But we'll have to see.
hardly - BL works very differently than what we had in WB, as in WB we did have a lot of OST mods that were slapped in another mod that was in turn turned into OST and slapped in a massive overhaul ala pendor. (pendor being the most unique among all mods because the creator was sort of a megalomaniac and loved to do everything by himself/original content by the collaborators)

In BL it's more structured like Skyrim, and the most likely scenario is that the ego-addicts / vain modders will refuse to share their sources meaning ppl will be forced to download their stuff separately from the big overhauls - if the big overhaul creators operate similarly as to what WB ones did, than most overhauls will be compilations of art (map / items / names / banners / etc) complemented by separate gameplay mods to add functions - possibly being dependent or not on the gameplay additions. As such L.O. and intricate modding details might fall onto the users and as such big tools may eventually be a necessity rather than a choice (much like skyrim).

Games with oversimplified mods like CK don't require that much, and end up being passable using Workshop only.

Anyway, time will tell, yet for more advanced mod customization everyone will have to go outside of the workshop at one pt or another, there's no avoiding that.
 
*Bunch of shenanigans on multiple replies*
answer:
Called it! LOL:


meme completed:
3atfpl.jpg
 
It's already giving problems, the author of MCM decided to play God and made an upgrade not compatible with the previous version, all the Mods that used MCM 4 are useless, the game crashes. I'm seeing a bleak future for the modder community, either we only use old Mods, or the few new Mods, which are less and less, that will follow the MCM.
 
Steam games having a workshop is always a plus, except maybe when a game is only using Nexus instead, which is probably for a reason. It is nice to see Bannerlord have one now, but there are obviously some issues to be expected prior to the workshop.

- Mod authors needing to update their mod to make it compatible with another mod and or a patch is expected. I'm waiting until mid November until I get into modding. I just want Kaoses' Tweaks. Bannerlord needs that the most.
- Whether or not mod authors want to upload and manage two instances of their mods, expect some exclusivity now or keep this in mind.

Bannerlord having a workshop hasn't changed the way modding works for it, it just changed the acquisition of mods (once you get past mod updates), you'll still have to organize them manually. You can mix and match mods from both platforms if you know what you were doing

Time will tell how it will be, but I'm of the belief it's structured a bit like Skyrim and the general consensus is that Bannerlord should be played with numerous mods at a minimum. Don't get me wrong, though.. Skyrim's modding scene is much more advanced and well.. divided not only on game versions but mod managers. And.. it won't be over 800 mods, I mean plugins that are generally ESPFE and ESL flagged.

Also, Vortex is a decent mod manager for most games except Bethesda games, where methodical patching is needed for a sizable modlist. I don't care for Vortex but I am pretty sure MO2 can use the Steam Workshop, experience from modding Darkest Dungeon and getting mods from both Nexus, Google urls AND the Steam workshop. The question is whether Bannerlord works for it, which it should because there's plugin support for it but I'll figure that out.
 
What the actual **** are you talking about. No ****ing **** mods break on an update, that happens for basically every single game in existence.
but what happens with a workshop is that some modders will update their mods for the next version while some others won't, and you won't be able to pick their version like you can on Nexus Mods
 
but what happens with a workshop is that some modders will update their mods for the next version while some others won't, and you won't be able to pick their version like you can on Nexus Mods
It wasn't a ordinary mod, was a dependency, he knew that it will destroy the gameplay of 90% of the people, but did it anyway.
 
What the actual **** are you talking about. No ****ing **** mods break on an update, that happens for basically every single game in existence.
Yep, it does. But with Vortex or manual installation of mods, you will know which update broke your game bc you are the one doing it.

But it seems you have to search for which mod is updated on your Workshop by doing a manual work.

Depending on the time interval of your login to Steam, the ones updated could be a lot so you have to figure out which one or which ones breaking your game and find earlier version of that mod and install it. So as I said if you wanna play with lots of mods in BL, manual work is inevitable regardless of which platform you are using.
 
The one thing the Workshop does better than the Nexus is it lets you filter mods by game version so its easy to find all the 1.0 compatible ones. But that's really it.
 
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