![]() they do not agree with your ensemble line. It is not true that it is a step backwards it is a step forward because it allows users to have more accessibility to the modules or PW in play. That might be a stretch on the permissions front, though. If they are, it might be better to publish the old haks on Steam as separate (but required) items. One thing I haven't tested yet is whether Required Items are automatically downloaded when a player subscribes to a module. ![]() Alternatively, where vault permissions allow, perhaps we could bundle a copy of those haks in our modules on Steam. Links to the vault would be a solution there, too. More generally, modules have a lot of dependencies on vault haks that may never appear on Steam, because the authors are no longer around. Last I heard, TAD was thinking about maybe adding CEP to Steam when EE goes live, which might be a way off. We could provide a Guide on Steam & link our modules to that. True, players would have to figure out how to install CEP manually. ![]() ![]() For now, we can put our modules on Steam, with a link in the description to CEP on the vault. Yeah we just have to wait for things like CEP to be put on steam before we can put our modules on there. No sure how Steam does it, with DOS but every Steam Workshop game I've used, has a Steam GameID number as a folder, and a ModID Number as the mod folder. GOG may take a little time (Usually in Hours, not days) to make the offline installers, once Galaxy gets the update, but other than that same game versions are the norm.Īs far as mods go, it should make no difference, they are the same mod, just located in different folders. Or will the game be a "different version" and therefor be uncompatable? ![]() Will a player with the game on GOG and a mod from Nexus be able to join my steam game with the exact same mod from the workshop? ![]()
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