• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Behind the Scenes #1: Modding

Greetings everyone. We have a new mini-series of development diaries as we count down to the release of Cities: Skylines II. In this series, we take you behind the scenes of development sharing some of our processes and philosophy behind certain features as well as give you a sneak peek at our plans for the future.

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!


MODDING IN OUR GAMES
Our journey with modding started in a somewhat unexpected way with our first game, Cities in Motion. Back then, we hadn’t initially planned extensive modding support, but as the game used our own technology and was very accessible to players, a modding community grew surrounding the game. While not intentional we soon discovered how much modding can add to a game with players customizing their gameplay experience, creating and sharing content with each other.

We carried that lesson forward to Cities in Motion 2, though it wasn’t until Cities: Skylines that we really realized the full potential of supporting modding. As we were developing the game, we had one of our two programmers focus on creating tools to mod the game. When Cities: Skylines was released, we had a map editor, that let you create your own maps to build cities on, and an asset editor to import custom 3D models to the game. These, along with code mods, could then be shared on the Steam Workshop and downloaded by others. Through the years we expanded the capabilities of the asset editor to include more options, and as map themes and scenarios were added to the game, we included editors to make your very own.

Today, the Cities: Skylines Workshop has over 400,000 mods with everything from maps and themes to buildings and code mods changing the rules of the game. We were absolutely blown away by the creativity and dedication of our modding community, and throughout the game’s lifetime, we have continued to improve how we interact with the modders.

1 Steam Workshop.png

The built-in editor and easy sharing through the Steam Workshop brought more modding opportunities to Cities: Skylines than our previous games had.

CITIES SKYLINES II
When we started developing Cities: Skylines II, we knew we wanted the game to support modding as much as its predecessor did. In 2019, as part of our 10-year anniversary celebration, we invited a group of prominent modders to Tampere to help us determine how we can best support their modding efforts. We introduced them to the features Cities: Skylines II would come to include, as well as the level of detail and realism of its art style. We discussed their experiences modding Cities: Skylines and they provided great feedback on how we could support the community in Cities: Skylines II. As an example, our map creators expressed a wish to be able to create taller mountains and deeper valleys, and as you may have seen from our Maps & Themes development diary, this is possible in Cities: Skylines II.

We support modding to celebrate the community and we want everyone to be able to take part in it. This is the reason why we focus on making sure that the modding tools are available on all possible platforms while respecting the limitations that individual platforms may have. To offer the same content for all the players we have chosen Paradox Mods as our portal for sharing your amazing creations across all platforms.

2 Editor and friends.png

Access the Editor and Paradox Mods directly from the main menu


MODDING BETA
We have always tried to offer as much support for the modders as possible and the modding beta was created for Cities: Skylines as a part of our efforts. The purpose of this was to ensure the modders could prepare updates for mods that might break with game updates. Having the opportunity to access the upcoming builds prior to release provided them time to familiarize themselves with the changes and work on and test updates to their mods.

As the Cities: Skylines Modding community grew, this group was expanded to include asset creators and its purpose expanded to provide direct feedback on the modding tools. The beta gave us the opportunity to get feedback on the road editor before it was released to the public and have direct conversations with our modders about what improvements to the game’s API would be useful to them.

As the updates for Cities: Skylines have ended the modding beta shifted more towards testing and providing feedback on the modding tools in Cities: Skylines II. Currently, the modding beta is testing the Cities: Skylines II Editor, which we'll dig into in the next development diary.
 
  • 59
  • 46Like
  • 14Love
  • 2
  • 1Haha
Reactions:
"This is the reason why we focus on making sure that the modding tools are available on all possible platforms while respecting the limitations that individual platforms may have"

I really hope by limitations you mean distribution limitations and not technical limitations. The platform the mods are hosted on does not matter to me as long as they do not impose technical limitations due to how limited the console resources are. I would really like further clarification on that. Modding made Cities Skylines the best city builder out there and announcing an arguable step backwards just leaves a bad aftertaste. I am optimistic about this game, but now for the first time in this whole games pre release journey I have reason to have pessimistic thoughts.
 
  • 2
Reactions:
"This is the reason why we focus on making sure that the modding tools are available on all possible platforms while respecting the limitations that individual platforms may have"

I really hope by limitations you mean distribution limitations and not technical limitations. The platform the mods are hosted on does not matter to me as long as they do not impose technical limitations due to how limited the console resources are. I would really like further clarification on that. Modding made Cities Skylines the best city builder out there and announcing an arguable step backwards just leaves a bad aftertaste. I am optimistic about this game, but now for the first time in this whole games pre release journey I have reason to have pessimistic thoughts.
 
  • 1
  • 1
Reactions:
"This is the reason why we focus on making sure that the modding tools are available on all possible platforms while respecting the limitations that individual platforms may have"

I really hope by limitations you mean distribution limitations and not technical limitations. The platform the mods are hosted on does not matter to me as long as they do not impose technical limitations due to how limited the console resources are. I would really like further clarification on that. Modding made Cities Skylines the best city builder out there and announcing an arguable step backwards just leaves a bad aftertaste. I am optimistic about this game, but now for the first time in this whole games pre release journey I have reason to have pessimistic thoughts.
I was worried about this until they mentioned code mods (those won't be available on console, but will on PC).
 
  • 1Like
Reactions:
The original knee jerk reaction was "OMG, no real mods, no save games, no asset modding...* But then I realized how literally everything else has been incorporated into CS2 from top mods and the community, so it:s easy to extrapolate the need to make sure there's complete control and flexibility as modding is the bread and butter of the CS1 gaming experience. No one knows this more than me and others that shifted from console to PC because of this.

Imagine not needing to be chained to Steam just to get items, or being stuck in vanilla on console.

Let's just wait until PDX Mods comes out into public view and make judgement then.
 
  • 2Like
  • 1
Reactions:
Thanks co_avanya,

I look forward to learning more about the editor(s). :)

I like to import my own mesh and textures more so then I play, because it is rewarding watching ones own creations fully functional in game! But I don't like the Steam platform! From my perspective I am grateful that the editor(s) and mod options are included in CS2. Still early days, improvements will come, new assets and mods, to effectively move along that same path of success, more so as it moves along to include broader platforms such as consoles. IMHO this is a smart move better than using Steam.

But for all this to be an even greater success, there will need to be further optimizations, much further optimizations...

Questions for CS2 Dev's and Content Creators:
Has the team looked into specialized mesh decimate options (not as bad as that sounds lol), and further optimization of image files. And there are ways to improve 'at the source' such as, Anti-aliasing, shadow darkening and flickering. All this should greatly improve game performance and visuals. No need to reply, just a thought! Sorry! This part of my post kind of drifts off topic, no further discussion. I trust you guys have a ton of experience, but no matter the years of experience there is always something new to learn.

Thanks for pouring in such a massive effort! Wish you all great success.
 
  • 1Like
Reactions:
All of this looks fascinating. And community forcing his ideas and worries. Let's see the final relations and how it will turn out.
In additional ONLY thing from Steam i don't like is lack of dependency control. If author deletes something - no questions asked, the item is no more. And nobody will ever see if it breaks something in your save or like that.
 
  • 1Like
Reactions:
Well, I personally am happy that they chose to use the Paradox Mods over Stream Workshop, since this way I don't need to buy the game from Steam too, as it's included in my Game Pass for PC subscription, and I can't even imagine playing this game without mods.
That's the problem. They *chose one* over the other, when they didn't need to.
 
  • 1
  • 1
Reactions:
That's the problem. They *chose one* over the other, when they didn't need to.
There is only that many platforms one can integrate completely with given time and money.
Having separate full workshop support is not free and hinders the development of their own platform. Mods that exist on Steam are then less likely to exist on Paradox Mods, creating a two class system again.
 
  • 1
Reactions:
There is only that many platforms one can integrate completely with given time and money.
Having separate full workshop support is not free and hinders the development of their own platform. Mods that exist on Steam are then less likely to exist on Paradox Mods, creating a two class system again.
So make it actually appealing and worthwhile to post mods on Paradox.

Forcing it like this, a week before game release, is extremely scummy, not to mention just fosters resentment.
 
  • 2Like
  • 1
Reactions:
When will this become available ???

I miss fine-grained road directions at crossings ... you only can block a whole road in a direction of your choosing ...
At a T-crossing, it's stupid to have 2 lanes to the left and also 1 of those 2 to the right ...

I hope TMPE will also be developed for Cities Skylines 2 !
 

Attachments

  • Missing fine-graned directions.png
    Missing fine-graned directions.png
    1,1 MB · Views: 0
  • 1
  • 1Like
Reactions:
... and at Paradox only assets ... nothing else ...
originally planned for Xbox with no mods possible in there. If that will be dedicated workshop for CS2 it needs serious overhaul (promised) and community, ready to accept it in many directions (not provided). Reasonably it not trusts enough in this one, it's not proven yet to be stable and famous modding platform.
 
how can one request a beta access fot the mod editor?
I'm a 3D designer with architectural background, years ago I started creating a couple buildings for CS1 but the import (color management especially) process was so cumbersome I abandoned these projects.
I've been dreaming to get back to asset creation with CS2, I could provide valuable UX feedback for the editor if given a beta access.
 
  • 1Like
Reactions:
how can one request a beta access fot the mod editor?
I'm a 3D designer & former architect, started sreating a couple buildings for CS1 but the process was so cumbersome I abandoned these projects.
I've been dreaming to get back to asset creation with CS2, I could provide valuable UX feedback for the editor if given a beta access.
Not too weird, but it uses pseudoPBR or i missed something. The meshes structure has not changed, but now it uses layered structure with channels to mark various types. Not too experienced with this, but full PBR looks more understandable.
 
  • 1Like
Reactions:
Not too weird, but it uses pseudoPBR or i missed something. The meshes structure has not changed, but now it uses layered structure with channels to mark various types. Not too experienced with this, but full PBR looks more understandable.
I was mainly confused by lack of any standard regarding color brightness values. There was "don't make your assets too bright" slogan, but with all color/LUT mods heavily altering the color perception in game for various user I was confused how should I approach colors. The screenshot gives me huge hope for the ability to open my asset along with others and be able to cross reference them, thats huge for me! Also – I'd be more than happy to access the documentation that (propably) content creators were given by Paradox when working on content creator packs. That would standardize creators approach, maybe even we could share texture libraries to re-use and steamline asset creation process...
 
We explicitly need to share everything (if possible) the game offers great possibilities (uhm, let's say yes). And that means we will have LOTS of assets. Each eats some memory. I'm saying this, because it is still Unity, a city simulation game and we already have proofs the optimisation is not the best things here at release.
 
Last edited: