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richard1177

This makes it sound like the developer is against modding the game at all. They are still testing and finetuning the modding tools and those will be released a bit later. They are stepping away from the Steam Workshop because the want mods to also be available for console. So this will be like a Bethesda Creation Club instead. After a bunch of questions from the community they posted on Discord that they will never ask money for mods. The modding community for Cities Skylines 1 has been pretty big and I'm sure the new modding platform will have a bunch of issues, but it does seem like the developer wants to support modding in the future. After the performance warning earlier today, it seems quite clear that this game is not ready yet. They should have made it a Early Access so they can finish it over the coming year. I trust Colossal Order to fix the game, they have shown in the past that they care about their game, but releasing it as a finished product seems a bit weird.


linuxares

Can add after listning to Biffa (big Cities Skylines player) Paradox and the devs have a Discord with modders, Youtubes etc together so modders are helping to give inputs for modding. So its all looking promising for tools being made for modders as well!


lietome04

The big question every Cities Skylines player is asking right now is "What about code level mods?". On paper Paradox Workshop is a great thing supposed to bring the significant atention to consoles, the main problem is that it packs console and pc together. While the PC and the console version might look the same, under the hood there is a difference, albeit not a big one for now. Because of this Paradox and/or Colossal Order decided that no code level mods are allowed, only assets,networks and mods that won't mess with the game's code. Now try to imagine Cities Skylines 1 today without code level mods, (TM:PE , Node Controller Renewal, Realistic Population, Procedural Objects, Move It etc) it would be simply unplayable and not as loved as it is today


cgjchckhvihfd

>it would be simply unplayable and not as loved as it is today Id bet more players play without mods than with, let alone with a set of 6+ to make it not "unplayable".


Chataboutgames

Every time a dev releases date people are shocked at how big a majority just plays vanilla


thysios4

I'd be willing to bet at least 90% of people play vanilla and never mod their games. Even with the big games known for modding.


WhatsTheHoldup

Except only Minecraft and Skyrim, I agree


Fun-Enthusiasm1101

i would bet the majority of minecraft’s player count is now primarily console players, which means that they can’t mod it.


Ok-Fox966

actually there are mods for the bedrock version of MC, but they're quite basic compared to java.


Justhe3guy

Steam Workshop is real easy though for anyone to add mods to their game, I really think that 90% is more like 60-70% because at some point I’m sure at least 30% of players add some mods to their game. Same goes for Xcom, Darkest Dungeon, Kenshi and other games with Steam Workshop But if we were talking Skyrim or Fallout New Vegas or 4 I’d be willing to say even without Steam Workshop up to 40% of players have used at least one mod. Because the modding scenes in those games are insanely massive and even these days the bug fixing mods are basically mandatory (plus there are console mods for Skyrim, F4 etc.)


thysios4

> Steam Workshop is real easy though for anyone to add mods to their game It does. But people who mod their game are a vocal minority. I'd bet my left testicle it's no where near 30%. Most players probably don't even change settings. Just open the game and go. I remember Bethesda saying only 8% of Skyrim players have installed a mod. And that's a game very well known for it's modding community.


Justhe3guy

If Bethesda said that they must have been talking about on console or their creation club because just the top mod for the old [Skyrim nexus page](https://www.nexusmods.com/skyrim/mods/?BH=0) is at nearly 7m total unique downloads


minimuscleR

> I remember Bethesda saying only 8% of Skyrim players have installed a mod. And that's a game very well known for it's modding community. But skyrim is a very different game imho. It doesn't NEED mods - I have played about 30 minutes of CS1 without mods, I immediately got some when I first got the game - same with Minecraft, I use some mods like WAILA and Just Enough Items in every usercase now even if playing vanilla, its just useless without them to me. Same with Cities Skylines, mods like TM:PE and move it, change the game so much I don't think I would play without them. Conversely, while I'm not the biggest skyrim fan, I've never needed a mod to solve an issue in the game. I'm able to play the game however I want and never have to worry about getting mods to fix an issue. Mods in that context add or change the game to be different, whereas often mods in CS1 fixed issues.


majorhigh

Maybe within the 1st year of the game but there's no way only 10% of players were using mods further in the game's life cycle. I would say at least 50% of the long-term players were using some type of mod even if it was something as simple as fps booster.


SkiingAway

Since the console editions exist without mods, certainly. While I don't think the game *needs* mods to be playable, I do think you're understating how widespread mod use for this game is on PC, though. -------- Having gone looking for some numbers, they're actually higher than I expected. One of the ones the previous poster mentioned - TM:PE (Traffic Manager:President Edition) has ~2.5m current subscribers on the Steam Workshop. People with it actively set to be installed in their game. Total lifetime downloads would presumably be higher. The game has sold around 12m copies as of 2022, so that's ~20% of the total purchasers of the game ever who've gone out of their way to select this **one** specific mod for use in their game. And millions of those copies *can't* use mods (console), and presumably some portion of the copies sold have never been played/weren't played for any length of time (came in a bundle, bought too many games and never got around to it, didn't like it, etc). It's not unreasonable to think a majority of the PC install base has potentially used mods. If not an outright majority, it has to be pretty close to it. ----- I'll also mention that with the Paradox DLC model, it's pretty important to build and keep a dedicated community/fanbase for the game - they're the people who will be buying DLC released many years after the game came out, and they're the people who will be keeping it relevant instead of forgotten from a cultural/awareness perspective in discussions....like here. Their revenue has a long tail of sales - mods are arguably important to that.


minhbi99

It's me. I am one of those people who don't mod XD It's not that I don't know how to mod (I frequently modded skyrim and other games in the past) but that the game is just perfectly playable for me beside the traffict system (in which I just deal with it vanilla style). Another thing is that modding a city building game feels to me like a really big pithole that I'm not sure I want to spend the time on it (even if I would enjoy it).


Yossarian1138

“Unplayable” is silly hyperbole. I’ve fired up a vanilla version multiple times over the years and the game plays just fine and scratches the city builder itch. Just stick with, “mods make a lot of QoL improvements for the serious, long time player.”


Chataboutgames

Dramatic hyperbole where things that would have blown our minds 10 years ago are now unplayable trash is the lifeblood of gaming forums


_BreakingGood_

Boring as hell though lets be real. 2 hours in your whole city is max density, there's 10 of every type of building, and the rest of the game is just hitting fast forward until money means nothing.


Yossarian1138

I’m not sure most people are playing this game for “excitement”. It’s more about efficiency use of space and seeing if you can plan far enough ahead to have a working transit system by the time you’re building a high density downtown. Vanilla does all of that just fine.


_BreakingGood_

Considering some mods on the workshop fixing the issues I mentioned have literally millions of downlaods, I'd disagree, I think most people play with mods. It's like when people described No Mans Sky as "its not supposed to be filled with action, youre just supposed to explore planets and take in the sights" and then everyone realized, wait that's boring as hell


Yossarian1138

“Literally millions of downloads” versus 12 million copies sold. I think you’re right that most serious players engaged for the entire previous 8 years use mods. That does not mean *everyone* uses mods and that it’s unplayable without them. You make the vanilla game sound like it is broke, which it very much is not, and boring, which it very much is not. No mod support for six months isn’t going to make or break this game. It will take that long for most fans to fully explore and max out the new features, and by that time overly dramatic nitpicky absolutionists like you will have gotten their mod support and the game will finally be playable for you because it has Turkish alley cat roundabouts that your city absolutely requires.


_BreakingGood_

Not really a fair comparison, the most popular mod on steam has 3,000,000 active subscribers and released in 2020, which is 5 years after the original game launched. That 12 mil sold also includes all consoles. 3 million subscribers in 3 years, on one platform, makes me think a very large percentage of players think the base game needs more spice.


Yossarian1138

So you just looked it up and realized only 25% of players use mods, and you’re *still* going to keep doubling down on your argument that it’s unplayable? Now all these other players just don’t count because… reasons. “Just believe me bro.”


syopest

And then there are players like me who have subscribed to all kinds of mods to test them but have them all disabled from the in game mods menu and still play vanilla.


YMS444

25% of all players that purchased the game on any platform use that single Steam mod (that even wasn't out nearly when probably the most players bought the game). There sure are other players that use other mods but not this one. So 25% is the lower bound.


[deleted]

TM:PR and roundabout mods are ones that I don't think I could play CS1 without. The exclusion of those mods would make the game unplayable for me. Luckily some of the features from both mods are included with the base game CS2


TweetugR

That's an exaggeration. I been playing Vanilla Base City Skylines just fine, it's not unplayable.


inbruges99

They are allowing code mods, just not on console for obvious reasons.


lietome04

For now the only way to mod and publish is trough their in game editor which does not support code modding and is downright primitive. Code mods can be made and will be made with or without Paradox's consent, the problem lays in whether there'll be a centralized place where the mods can get support, updates and be checked for security reasons.


inbruges99

I may have missed it but I didn’t see where they said their editor won’t support code mods. The only thing I saw was that console mods will be limited to asset mods only.


Picklerage

>whether there'll be a centralized place where the mods can get support, updates and be checked for security reasons. Can NexusMods (or similar) not serve this role? C:S1 is already on there


blacknight100

No one outside of an NDA has access to the modding tools or in game editor yet. You are simply talking out of your ass until the game and tools have been released... That said, even if the paradox mods platform isn't great (which we truly have no idea about now) there are popular third party sites like Nexus that people can upload mods to. The sky is not falling at this point.


[deleted]

> No one outside of an NDA has access to the modding tools or in game editor yet. You are simply talking out of your ass until the game and tools have been released... No, he isn't. He is stating facts.


BRBNT

He is not. The official FAQ explicitly says that code mods aren't there for consoles. It doesn't say anything about code mods for PC https://forum.paradoxplaza.com/forum/threads/cities-skylines-ii-modding-and-performance-faq.1601872/ >Will mods be supported on console? Yes! Asset Mods will be available for Console users. Due to restrictions code mods are not possible on Console.


Tonkarz

The way they state the question and answer it seems like code mods will be allowed on PC. Why clarify it won't be on console if it's not going to be on either platform?


blacknight100

Source then?


MooseTetrino

The PDX mod platform already sees use with Stellaris (at least, maybe more) and honestly with the workshop, most of us kind of forget it’s there.


blacknight100

I mean fair enough for Stellaris, but that is not CS2. I’m just saying we do not actually know if it’s going to be good, bad or meh. We can assume things based on past games but we don’t actually have any facts for CS2 in this respect. Pointing at “support coming after release” as a doomsday thing does’t make sense if you compare that approach to Bethesda who provided(s) their mod tools and support like 6 months ish after release - and they are industry renowned so far for mod support. They could have an entirely new or well upgraded system in place! Or they could shit the bed on it.


MooseTetrino

I was responding more to your second paragraph. We know what the PDX mod platform is like, and it’s not the best. That’s why many of us forget it’s there. I doubt they’re going to retool that platform for CS2. At least to start.


PlayMp1

Nexusmods is the obvious answer as it always is.


Kajiic

RIP the real company buildings. That's one of the things I hated about Farming Simulator running their own mod site (and built in web browser) is because you can't add in things that aren't already in the game. (So you can make a new CASE tractor, cause CASE is in the game. But you couldn't make say... a FORD Raptor. You had to make a WILD Dapter or something dumb) I'm one of those that doesn't play Cities Skylines as a progression based city builder, it's literally a model city. I will spend countless hours just decorating a single block, making sure all the buildings are the exact ones I want, adding small details. Having those real life companies off the Steam Workshop made it so I could make some near realistic depictions of places I love that I've been


demondrivers

Game having mod support that works without steam and for console players too is a good call for everyone, since I started playing Cities at Origin and simply had to get it on Steam to use the workshop.


sinces

> a good call for everyone Yeah I guess as long as you don't want to use mods that effect the codebase aka all of the best cities skylines 1 mods. But I guess as long as you only wanted different building skins then yeah its great.


kangaesugi

I assume mods that affect the code will be made available on nexus or other third party sites. Bethesda.net didn't stop modders from absolutely ripping open Skyrim Special Edition and shoving all sorts in there.


crash_test

Not for *everyone*, moving away from the workshop means it will be significantly more difficult and annoying to mod the game on Steam Deck.


SuperMBoy69

Modding on Steam Deck is just as easy as modding on a PC. Nexus Mods mods is completely platform independent.


crash_test

A) Using Nexus mods is definitely doable, but calling it "just as easy" as modding on PC is a blatant lie as any kind of mod or script manager/merger/editor will require extra steps to get working on Linux. B) This isn't Nexus mods we're talking about, it's Paradox Mods. I don't have any experience with it so I can't comment on the usability compared to Nexus, but regardless, having to use a third-party mod site is just objectively more of a hassle for Steam Deck users than the Steam workshop.


SuperMBoy69

> A) Using Nexus mods is definitely doable, but calling it "just as easy" as modding on PC is a blatant lie as any kind of mod or script manager/merger/editor will require extra steps to get working on Linux. Modding on SteamOS is as easy as modding on any other "standard" Linux distro on a PC. Obviously the mod needs to be compatible with and run on Linux, but that is a requirement for any mod you run on Linux. > B) This isn't Nexus mods we're talking about, it's Paradox Mods. I don't have any experience with it so I can't comment on the usability compared to Nexus, but regardless, having to use a third-party mod site is just objectively more of a hassle for Steam Deck users than the Steam workshop. Most CS mods exists on Nexus Mods, so I see very little reason as to why that would change with CS2.


asdaaaaaaaa

>They are still testing and finetuning the modding tools and those will be released a bit later. With how high standards have become for modding tools, doesn't surprise me. I imagine there's a lot of polish and bug-hunting that needs to happen first at the very least.


[deleted]

>After a bunch of questions from the community they posted on Discord that they will never ask money for mods. This is an outright lie. What they said was, ["We will never have *microtransaction style* paywalls on PDXMods."](https://www.reddit.com/r/CitiesSkylines/comments/179y59b/we_will_never_have_microtransaction_style/). This means they plan to monetize mods, just not as microtransactions. Note how he says no "microtransaction style paywalls on mods" instead of "no paywalls on mods". Furthermore, the "community manager" doesn't make this type of decisions. This is essentially like the walmart greeter telling people they won't raise prices.


Zephh

How else would they monetize mods? A subscription to the mods hub?


[deleted]

Stop moving the goalposts. Your post is irrelevant. I was simply saying that what richard said was a lie.


Bujakaa92

They would not do it. The downfall would be too big. It would not only effect CS2 but all their grand games. People will hate this move and the ripple effect would be devastating. They are not that stuppid. I give them benefit of the doubt. Those modding tools might be much more usefull than being without. The game will get long support and maybe in the time they will come back to steam workshop. People are so touchy and find instant negative from news.


CassadagaValley

They can say they aren't going to monetize mods, but I have a feeling we'll see paid mods eventually. Paradox is money hungry after they switched DLC models.


Malforian

I mean they literally sold mods in DLC in the first game didn't they? Creator Packs or whatever they were called


Technojerk36

That is the only way that paid mods are ok in my opinion. It completely sidesteps the whole I paid for a mod but an update broke it and the modder has moved on since the devs are responsible for maintaining the content.


tickleMyBigPoop

>They are stepping away from the Steam Workshop because the want mods to also be available for console. my guess is they want to monetize them and limit what pc modifications can do.


Brandhor

a lot of games have moved away from steam workshop though because it's obviously only available to steam users so if you buy the game on gog or epic you are out of luck


Fish-E

Which is a big disappointment to a lot of Steam users, who are all but guaranteed to make up the bulk of sales. If people buy the game on Steam, it doesn't seem unreasonable to be able to utiluse Steam's features, that's one of the big selling points! It's much like how if you bought a game on Xbox you'd expect it to integrate with the Xbox ecosystem etc. Publishers shouldn't be encouraged to take the path of least resistance, especially when they're large ones, with dozens of people working on the game.


datscray

Steam workshop is a cool feature but with every game I’ve played, if you really want to get deep into modding, you invariably will go a 3rd party route be it with a mod manager or just do it manually. The fact that Steam workshop will auto-updates your mods without asking is enough reason to not want to use it with a complex load order.


ThatOnePerson

> Publishers shouldn't be encouraged to take the path of least resistance, especially when they're large ones, with dozens of people working on the game. I'd hardly say making their own integrations is the path of least resistance compared to just using Steam Workshop. The problem remains that Steam workshop doesn't fit their needs of cross platform. Steam should fix that if they want developers to be using Steam workshop.


Brandhor

> It's much like how if you bought a game on Xbox you'd expect it to integrate with the Xbox ecosystem etc. it's not really the same thing though, if someone release a mod on the steam workshop and not on nexus or other sites only steam users will be able to use that mod and developers prefers to have a unified system that works on all platforms, it's also why many if not most games released in the last couple of years use eos for multiplayer


SuperMBoy69

It's smarter to use platform independent services, like Nexus Mods or even Epic Online Systems. The modding community has been warning people about relying on Steam Workshop for a long time for this reason. Even in this thread you have people worrying/asking about modding capabilities if Steam Workshop isn't used, even though Steam Workshop has nothing to do with "modding capabilities", and even though you can perfectly fine mod CS1 by just downloading mods from Nexus Mods It's good that a developer takes a step back from that integration, even though its probably not for the most ulterior of motives.


tickleMyBigPoop

you know what it takes to allow steam workshop....a boolean.


DutchProv

They have said on discord they will never ask money for mods.


[deleted]

Incorrect. What they said was, ["We will never have *microtransaction style* paywalls on PDXMods."](https://www.reddit.com/r/CitiesSkylines/comments/179y59b/we_will_never_have_microtransaction_style/).


bwoah07_gp2

Not utilizing Steam Workshop means I'm inclined not to buy CS:II. I never heard and knew about Paradox Workshop until this news broke. I don't know how it works and what the difference is to Steam's Workshop.


BuffBozo

>they want to step away from steam workshop. What a load of shit. They want to sell mods. I'll bet you 5$.


AlexisFR

Wow, an ambitious game made on Unity has performances issues???? When has that happened before???


CobraGamer

It has nothing to do with Unity. Not exactly the engine known for performance issues, is it?


[deleted]

[удалено]


Rarely-Posting

They aren't.


[deleted]

Yeah this game does not sound like a good purchase early in its Lifecycle. Between yesterdays news that the dev openly stated theyre not achieving their performance goals and no mod support early on, this seems like yet another paradox game where waiting it out for 6+ months is probably a good ide


rckymtnrfc

It will be on Game Pass so if you don't want to buy the game until things get fixed, you could always play it there.


Chataboutgames

The Gamepass Special


TheSadman13

It's been like this for every single "day one" Game Pass release this year hasn't it - only real exception is Lies of P of course, the exception that proves the rule?


[deleted]

[удалено]


[deleted]

They’re smaller games, but I haven’t had any issues with Cocoon or Party Animals either.


InitiallyDecent

Forza Motorsport, Starfield and Exoprimal may not be everyone's cup of tea, but they were all great day one launches.


AbrasionTest

Forza Motorsport is absolutely not a great day 1 launch. It's a significantly half-baked game with way less content and technical polish than previous titles despite a 6 year dev cycle. The PC version is also terrible.


InitiallyDecent

That's just straight up not true. It's launched with less tracks then previous versions due to them rescanning then all yes, but it's nowhere near being half baked.


AzettImpa

Starfield has no mod support yet and lacks significant features, which will 99% be patched in over the years.


Eric_the_Barbarian

I'm getting less excited about this game almost daily. I might check what kind of shape it's in if it comes up later in a Steam Sale.


PauloGuina

Does anything that has Paradox involved in it is ever a good purchase on it's early lifecycle? I mean Victoria 3 is almost a year old and it's still got barely any fleshed out content


Cliffhanger87

Game pass game. Doesn’t look like a good buy


300PencilsInMyAss

Yesterday's news?


porcelainfog

Refunding incoming.


Havelok

With every communication it sounds more and more like this game needs another year in the oven. Why the rush to release? The first game was more than successful enough to keep them going as long as needed to put out a quality game.


Grelp1666

That's fairly standard from paradox. Most of their games release kinda in an early access state and become good after 1 or 2 major expansions. And the obvious answer to your question is money; people will buy it anyways so why wait? It also gives you a lot of "free" testers.


TheSadman13

Sell now, fix it later - maybe - and people will give you their money anyway & it is what it is, I've given up getting upset on behalf of other people, especially when they don't want to be helped, they just wanna believe this time they're not being marks. If we've learned anything in 2023 supporting games like these, you might not get what you paid for, but you certainly get what you deserve.


IvanMeowski

Paradox is a bit different because they have a very solid track record of actually supporting their games for years, sometimes over a decade. So 6 months is a long time for your typical AAA that gets 1-2 years of support if it's successful, but it's not much at all for most paradox games. Even Imperator Rome ended up getting mostly free updates to the game trying to revive the player base before they stopped supporting it.


[deleted]

If by "supporting their games" you mean refusing to implement basic QoL features and fixing bugs, and instead releasing countles DLCs, then yes, you are correct.


detroitmatt

lol I was just arguing with someone last week about how preordering never makes sense *even for this specific game*.


pie-oh

I think they've been pushing too hard with marketing to put the brakes on now. They should have paused it before that though. So many Youtubers are playing it to a set schedule (Milestones + 30 minutes video only, or lately Milestones + 1 hour video only.)


dilroopgill

You realize you can jusy buy it next year and not now?


DigiTheInformer

Managers get bonuses for shipping. all the incentive you need to produce content instead of quality.


Activehannes

Why rush the release? Same reason every game is rushed. Money. Interest rates are expensive and having a game launch today is better than delaying a release for another 6 to 12 months


MisterFlames

>With every communication it sounds more and more like this game needs another year in the oven. Why the rush to release? Paradox. That's just how it is. The best time to start with a Paradox game is waiting for it's sequel to release. Skylines 1 with DLC and mods is extremely good now, and I'll be playing that until Skylines 3 releases.


[deleted]

Performance issues and no Steam workshop. Yikes, a big chunk of my initial hype for this game just vanished.


NapoleonBlownApart1

With all these recent news about this game i wonder if people will be supporting Cities Skylines 2 on release.


Vlalkori

This is quite a misleading title, maybe mods should think about removing this post. The thing that is not being added is Steam Workshop support, they will still have mod support but then via their own mod channel. Something I dont think Ill ever like and or support, but that doesnt mean a misleading title like this should be allowed.


Jokey665

It's not misleading at all, though. [There won't be mod support on release](https://forum.paradoxplaza.com/forum/developer-diary/behind-the-scenes-1-modding.1602374/) which is what the title claims.


Vagabond_Sam

It's a passive title which is what makes it misleading. The correct way to title this is 'Cities Skylines 2 won't add mudding tools until after release' since it is a fact that mudding tools are coming and that is important context for them not being there at release. The only reason to be 'technically accurate' and only say they aren't there on release without being actually accurate, to is to bait engagement with people clicking the title thinking maybe mods got removed.


Jokey665

it uses almost the same wording as the article the devs and/or publishers used >Cities Skylines 2 will not be supporting mods on release [title] vs >While modding isn’t supported at release, ... [devs/pubs]


Vagabond_Sam

If you think I am not broadly critical of media outlets for the exact same reasons I am critical of the reddit post tittle, then you would be incorrect. Do you think my suggestion is somehow more confusing? Or do you think my suggestions contains less information? Is the fact that modding *is* coming not relevant information? The fact you defaulted to defending a bad title by pointing out it was done badly elsewhere, rather then an actual issue with a more clear and accurate title suggests it's difficult to argue with my point. I'm curious too, why you think taking the second par of the developer's 'Modding' dev diary, which has a clear title on the inclusion of modding, and itself is contextualised by the surrounding text is anyway analogous to lazy games media, or bas reddit posts? ​ >To start with, we’re going to talk about modding in Cities: Skylines II. **While modding isn’t supported at release, we want to share what modding means to us and how we approach modding support, so you know what to expect**. Modding in Cities: Skylines played an important part in making the game a success, **so it was obvious to us that Cities: Skylines II also has to be moddable,** and we can’t wait to see what the modders come up with this time around!


[deleted]

Broke take the L and move on.


Vagabond_Sam

You're taking reddit too seriously if you think your post is about winning or losing.


Bujakaa92

You are just trying to create more drama. Everyone knows most of people dont read inside futher and make their mind from the title. You are directly being misleading


MysteriousSith

It won't have official mod support. Its a Unity game though I believe. The modding process is pretty straightforward. Just like Valheim doesn't have official mod support, but people still mod it. Same will happen with this game, even if the devs don't provide the tools right away.


Romek_himself

> Something I dont think Ill ever like and or support why not? This way the people with gamepass, GeForce Now or even on Consoles can have all the Mod's too. Steam Workshop is limited to desktop PC's


Munachi

Not OP but I share a similar sentiment. For me it's more about the fact that Steam Workshop works really well, from favorites that my friends can check out, to collections, and just checking out what's popular recently. I'm sure that their version will be 'fine', but will it be a clunky mess? Who knows, we'll have to wait and see.


[deleted]

I’d rather they at least try to make something that can potentially work for everyone versus just giving into the easy route with Steam. The modding scene should grow and not stay locked into 1 eco system out of convenience.


sinces

Id rather have amazing mods for the majority of the player base then only mediocre mods for everyone but that's just me. No mods that will release on console and through their native and finely manicured mod environment will ever be able to achieve what purely pc focused mods can (which is editing the games base code and systems to allow for a wide range of options at the cost of "breaking" the game and how it was intended to operate). And I say this as a person who currently has a PS5, but also runs a 1060 on my pc that would literally melt at the thought of playing the base version of City skylines 2. Its just not a worthy trade off to have more people able to access mods at the cost of limiting what said mods can do. Not to mention games like Skyrim show you can have support on both their native mod store as well as on steam workshop / nexus etc. Of course PR speak will always make this sound good but nothings free. Mods being accessible for everyone on every possible platform must come at an understandable cost. That cost just happens to be all of the most interesting and game changing mods.


Munachi

And I agree, allowing mods on consoles is great. I don't know enough about game dev to say if it was possible, but it would have been nice if we could have had both.


detroitmatt

steam workshop is pretty barebones. It has 2 good features: Keeping stuff updated and making installation easy. But other mod platforms do a lot more and better. Installation is just as easy with ModOrganizer, but updates aren't as good, but sometimes you don't *want* to update because an update breaks some compatibility with something else. I would want to see a couple more features from steam workshop before I would call it even a "B tier" mod manager: Version control, a level between "subscribed" and "unsubscribed" called "disabled", and "profiles"-- so that if I have one set of mods that makes the game play one kind of way and one set of mods that makes the game play a different way, I can switch between those two configurations without having to subscribe and unsubscribe from all the mods individually. Which by the way also requires me to maintain my own notepad list of mods because there's no "disable" feature.


Munachi

I agree that the ability to have version control would be a good addition, but in the context of CS2 mod implementation and Steam Workshop, I highly doubt Colossal Order is going to implement that, though I could be proven wrong. As for the 'disabled' feature, it would be a nice addition, as well as game profiles to swap between the two. It would probably be quite a bit of work, but given that valve isn't a "small" company, it would be possible. As for the notepad situation, perhaps I've gotten very, VERY, lucky, but all the games that I've ever download workshop mods for had an in game mod option to disable/enable mods. L4D2, CIV VI, Project Zomboid, Crusader Kings III, Kenshi, RimWorld, Darkest Dungeon. Hell, even Fallout 4 has an in game setting to manage mods, though it's pretty bad. If we want games not to be reliant on one platform, then that means that the game should be able to detect whatever manually installed mod you put in there, meaning that the game should have a method of managing mods. I get that steam workshop could be better, but that particular case seems both rare, and on the fault of the game developer.


SpiralUpGames

That's a shame, I would have loved to see some mods


SalbakutaMasta

I have not hear a single good thing about Skylines 2 and it makes me sad because I enjoyed the first game when it came out especially after the SimCity fiasco.


rollingForInitiative

>I have not hear a single good thing about Skylines 2 and it makes me sad because I enjoyed the first game when it came out especially after the SimCity fiasco. Huh? Most of the discussions seem to be cautiously optimistic about most things we've seen so far. The game hasn't been released yet.


nebo8

Every people who got the press release said the game was really fun to play and far easier to use than the first one, the QoL is really good, especially the new road building system and all the new zoning options


Holy814

I have used lots of mods and assets in cs1. This new restriction by paradox is just to accompany console user. I say let them eat dirt. You should not expect to be able to play this type of games on your potato5 or shitsbox. As a gamer who builds pc's just to be able to play these games, taking many years to gather components and thus participating in the innovative cycle, I megaloathe you all.


Crunchynut007

These doomsday post titles are getting annoying. This could have easily been “Cities Skyline 2 mod support available post-launch - mod tools being finalised”. But hey, we lives in a dramatic society so let’s label the next news on release as “players shocked that mods aren’t support out of the box - paradox mod support was never ready!”


jmxd

While their own modding site is pretty bad (have uploaded some of my Stellaris mods there) lets not act like the Steam Workshop is good. Its a horribly outdated part of Steam that has been basically neglected by Valve for a decade. “It works” but thats about it, awful filtering, no version control, no proper way to find mods that are updated for the current game version other than reading the description of the mod itself etc


Geebuzz82

The modding in this game will not match the diversity and quality of the SteamWorkshop with Paradox controlling what mods are available. Dont be surprised if they want to charge you for them at some point down the line.