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Dev Diary - Introduction to Paradox Mods

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Introduction to Paradox Mods

Dear mayors! The announcement that Cities: Skylines II will be using Paradox Mods for mods distribution has sparked a lot of discussions - and we are happy to see that you share the same passion for Mods we do! We understand this change brings about questions - This Dev Diary aims at reducing uncertainty and hopefully will make the transition of you using a new platform easier.

Background​

First and foremost - Paradox Mods is our own platform-neutral modding system. The initial version was made to allow mod support for the Cities: Skylines Xbox Edition. Since then, the platform has come a long way in terms of features and volume: We now serve mods for over a dozen games!

Paradox’s considered opinion is that mods are, and should always be, free of charge community-created content. This is not something that we will ever change. Mods have always been one of the most impactful ways a community can change their own game, and this creativity is never something we would want to hinder.

Features​

Given the extensive use of mods in Cities: Skylines and our ambition to make mods more available, we have been hard at work developing and perfecting many features that were already part of Paradox Mods, and new features that would be beneficial for the Cities: Skylines II community. Let’s show you its features!

Subscriptions​

As is normal, provided you have a Paradox account, you can subscribe to mods. Subscribing will cause the mod to be automatically downloaded and installed on your computer. When that mod later has an update, it will also be automatically kept up to date. Subscriptions are portable across platforms (Steam, Windows Store, Playstation, Xbox, etc.), meaning you can play with the same configuration of mods on any platform that you own the game on. Be aware that code mods may not be possible to enable on consoles however!

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This is an example of what a mod information view would look like in-game.

Discussions​

In order to facilitate the conversations and discussions between users and creators, mods can be connected to forum topics. This means that all of the features available on the Paradox Forums can be used while discussing mods. Pins, topics, future planned features, and different active conversations can all be delegated their own thread.

Game Support​

Since a mod may have been made to support a specific version or versions of the game, Paradox Mods gives the mod creator the option to tell the players what version of the game the mod is intended to work with. Naturally, Paradox Mods won’t prevent you from playing with “incompatible” mods, but it will tell you when you are about to try!

Versioning​

Since many of our games go through quite significant changes with most big DLC releases and/or Free Updates, and some users like playing old game versions, Paradox Mods also supports downloading older versions of a mod. This will allow you to play with mods targeted at non-current game versions. That means that if you, for some reason, don’t want to play the latest version of the mod, you can revert to an earlier version. The version check discussed in the previous paragraph will also be active if you were to accidentally (or on purpose) select a version of the mod that is incompatible with your game.

Dependencies​

Mods sometimes depend on other mods for functionality (like Harmony Mod in Cities: Skylines (1), for decoration (a tree or a prop), or for memes (looking at you “Ability to Read”), and we also support this type of relationship in the Paradox Mods system. If you subscribe to a mod with dependencies, you’ll be given the option also automatically to subscribe to those mods.

As a bonus feature of this, collection mods can be created as basically empty mods containing only dependencies.

Playsets​

Users with completely different mod setups (maybe one for your east-asian style and one for your cute French cottage-core set) can use the playset feature, where entire blocks of mods can be activated as a unit. Playsets are entire setups that will ensure that dependencies are fulfilled. Playsets are, of course, cloud-synced and portable between your devices.

Each subscription will belong to a given playset - This means that you can add collection mods to different playsets and, in this way, quickly build different experiences to your liking.

For some games, the order in which mods are loaded is important. In such cases, the playset will also allow you to set the order in which you want the mods to be loaded. By default, mods with dependencies will load after the mods they depend on.

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You can add up to 50 different playsets. This is a playset containing three Paradox-themed buildings.

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Choosing what playset to play with is a breeze!

Tags​

In order to make searching mods easier, up to ten tags may be attached to a mod. The game team will define these - An initial set will be made for the launch of the game, and more may be added later on. Search results can be filtered on what tags you want the mod to have. Some examples would be to filter on “highrise”, “modern”, “office”, or maybe “collection”, “French”, or ”cottage”. You can then apply sort orders such as “most recent” or “highest rated”.

We will write more Developer Diaries in the future where we talk more about Search and Sorting, so if this interests you, stick around for more of these!

Mods in Cities: Skylines II​

Our intent with the mods solution is to make mods easily available on all platforms that the game is launching on. For that purpose, we have constructed an in-game interface for mods browsing, subscription, and management. In addition, there will be mod tools delivered with the game, aimed at making mod creation easier and more accessible to those new to the hobby. You can read more about these tools in one of the latest Dev Diaries from Colossal Order.

You will also be able to check out the most recent Paradox Mods additions from your browser so that you can modify your playsets and feed your mod addiction on the go.

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The web interface is made for the modder on the go.

We believe that modding is a crucial part of the game experience and will be an important factor in determining the success of the game on PC as well as on consoles. Naturally, console players may face some limitations that PC players do not - primarily regarding available disk space and use of code mods - but we will do our best to accommodate as broad an audience as possible.

We are not done yet…​

…and we probably never will be. The Paradox Mods platform is under continuous development and will remain so - We are currently working on more features that focus on efficiency and convenience, and of course a whole bunch of other stuff that we are not yet ready to share. A couple of examples of this are differential updates, where only the part of the mod that actually changed is downloaded and installed, and granular search, where we enable weighted search results, aiming to deliver more precise and relevant mods.

We hope you’ll share any feedback with us so that we can make this a platform of your dreams!
 
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i hope mods and assets are categorised differently since we know fromt he first game that there are going to be a lot more assets than mods and its going to be a pain to manage both if they arent separated
 
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This looks great. I really appreciate the "playset" approach. Have been sick of using whole different steam accounts to play on my French city vs a Japanese one. The tag system is incredible, too. I never liked that we previously would have to rely on collections to sort assets into countries or types. Its good to let the asset creator themselves tag their own assets! Hoping this reflects in an asset search system in game too!
 
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Wow, it's almost as if people were freaking out over nothing.

This looks heaps better than Steam workshop. The playset functionality is really nice, and it will be easy to keep and load specific assets that you may not need on every city. I'm excited!
 
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Nice! Looks like the transition will be easier. Will we have to select the playsets manually or will loading a saved game enable and disable them? Can I bundle a building with props still? Like a fast-food restaurant asset, drive thru menu prop, and a separate roadside sign prop.
 
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1) Will icon ratio be the same as steam? (1x1) I have A LOT of Icons I need to make and would love to prep them early
2) Will we be able combine multiple assets when uploading? (like including a prop version)

I'm hoping we can include our prop versions so it doesn't clutter the workshop with multiple submissions. Makes it much simpler for the players as well. This is especially important for creators who make "prop sets" that include MANY assets.

I've built about 200 vehicles assets in the build-up to CSII launch and would love to be part of the beta. I'm very curious to see what alterations I may need to do to all my planes/cars/etc to work within the perimeters of a new editor. Please consider me for the beta testing. thx :)

 
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Interesting to see that there will be playsets. How will this affect Skyve, will we still need it or can it all be done in house now? There are some features Skyve still has that paradox mods doesn't like a full compatibility check. Will it be able to sync up with paradox mods?
 
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I’m seriously liking the way this is looking! I can see this platform making more sense than workshop in the future. Still though, I wonder if there remains a way to have a pass through so mods are still uploaded to workshop, Wallpaper Engine style.
 
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I hope the new platform would add at least following functions as they had already been there on Steam Workshop.
  1. More markdown syntax availible, such as italic, underline, strikethrough, spoiler, table and related markdowns, horizontal line, image and no syntax parsing, etc.
  2. Ability to set multiple language item title and info on the platform. This is especially crucial for the creators who want to extend their potential subscribers and make it easier for those not using English as their first language.
  3. A simple thumbnail (square is best, but other rectangles are fine) to display in the search result. Also please make the searching algorithm smarter, like if I search a creator's name, show all of his/her creations; search by upload date (not sort by upload date); support user defined tags used for searching, but better limited to a suitable number like 4 to 5; filters in other players' playset.
Hope you can add them into the platform.
 
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Can you add the mod from the browser or do you have to manually enter each mod page to install the mod? Steam workshop was basically a supermarket where you can just add the mod from the menu directly, making it much quicker to pick assets and mods you want.
 
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That looks really promising! Will the forum post be the only way to leave a comment? I feel like 'a lot' of people will not bother (or don't see/understand the forum link) with commenting if they have to do an extra click.

Also: Will we be able to follow favorite creators? Maybe in the feature this can be expanded to a newsfeed style so you can see activity of your favorite creators first etc.

Also also: Is there a review process for new uploaded mods/assets? As in do you check every upload or is it just uploaded instantly without any delay?
 
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I am in love with how PDXMods is looking, especially the playsets feature! Having played other PDX games, I've always missed playsets on CS1 (thanks to Skyve I could mitigate that issue recently) but it's always amazing to see them built into the game!
 
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Versioning​

Since many of our games go through quite significant changes with most big DLC releases and/or Free Updates, and some users like playing old game versions, Paradox Mods also supports downloading older versions of a mod. This will allow you to play with mods targeted at non-current game versions. That means that if you, for some reason, don’t want to play the latest version of the mod, you can revert to an earlier version. The version check discussed in the previous paragraph will also be active if you were to accidentally (or on purpose) select a version of the mod that is incompatible with your game.

Imho, that is a massive plus compared to Steam. On C:S1 we had the issue that we were not be able to wait until all mods were updated to a new version.
On one hand, if we updated the version using Steam many (script) mods were broken and even prevented loading a save, on the other hand if we did not update some mods were updated pretty fast while others were hibernating some days.

The latter can be fixed by not downloading the most recent game version and sticking to a mod version that fits until all important mods have been updated (as long as Steam auto update is turned off) :)
 
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Looks pretty good after all the fuss. Probably should have led with this Dev Diary.

Paradox’s considered opinion is that mods are, and should always be, free of charge community-created content. This is not something that we will ever change.

I think there will still be people who would prefer this statement to read:

Mods and assets on "Paradox Mods" are, and will always be, free of charge community-created content. This will not ever change, even if the service is sold to another party.
 
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Will Paradox Mods work on streaming, such as GeForce NOW?

Shall be, because:

Subscriptions​

As is normal, provided you have a Paradox account, you can subscribe to mods. Subscribing will cause the mod to be automatically downloaded and installed on your computer. When that mod later has an update, it will also be automatically kept up to date. Subscriptions are portable across platforms (Steam, Windows Store, Playstation, Xbox, etc.), meaning you can play with the same configuration of mods on any platform that you own the game on. Be aware that code mods may not be possible to enable on consoles however!

Mods are bound to the Paradox Account, so if you log into this while on any service like GeForce Now these mods shall be installed onto the server session you use.
 
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