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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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About playsets, please make them able to be assigned to a new city, so we can switch between cities and not worry about changing to the proper playset. It's just a little QOL change but it will make it easier to a lot of people who play different cities at the same time.
 
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Thanks. This was great. I have a request for the site...PLEASE let us input a specific page to go to when a category has multiple pages. Right now on Steam when you go to the Save Game category, there are 1,000 pages to view. But you can only advance one page at a time, beginning with page 1, or go to page 1,000 and work backwards, one page at a time! I only make it through about 10 pages before I can't take it anymore. Meaning that there are over 900 pages of Save Games, that I would like to investigate and maybe find a city to make my own, that never get seen. Thanks for considering, and keep up the good work.
 
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I like the tags feature. In CS1 biggest issue was countless "custom" assets that were just reuploads of vanilla assets with a couple of stats changed, and those people wouldn't write a description either, causing a flood of them floating in the workshop, making it hard to find real and good quality custom items. So my suggestions are,
- force the uploader to write a description of at least 30-50 charactwrs.
- force at least two pics, including the thumbnail.
- make the thumbnail editable too.
- force at least 3-5 tags.

These would make the platform much more easier to navigate around.
 
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Paradox is still underestimating how important is the comment box on the mod page instead a link to a forum or anywhere else.

When browsing Cities Skylines mods you just binge subscribing, a quick look on the page just to check if the mod is working properly or for a quick feedback. Nobody will click on external pages for that. User experience guys.
 
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Hi, Can anyone make an example of code mods in Cities Skyline?
I'm very excited that mods will come to console, because I can play it anywhere and it was something that I didn't like with CS1. So, which can of code mods are currently (the most popular or someone) in CS1?

Thanks,
Gerard
 
I like the tags feature. In CS1 biggest issue was countless "custom" assets that were just reuploads of vanilla assets with a couple of stats changed, and those people wouldn't write a description either, causing a flood of them floating in the workshop, making it hard to find real and good quality custom items. So my suggestions are,
- force the uploader to write a description of at least 30-50 charactwrs.
- force at least two pics, including the thumbnail.
- make the thumbnail editable too.
- force at least 3-5 tags.

These would make the platform much more easier to navigate around.
Yes, the new platform needs some kind of quality standards. The CS1 workshop is filled with pure rubbish with assets without pics, description etc. I really need some kind of countermeasures to reduce those mods and assets where you can clearly see no effort was put to it :)
 
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Hi, Can anyone make an example of code mods in Cities Skyline?
I'm very excited that mods will come to console, because I can play it anywhere and it was something that I didn't like with CS1. So, which can of code mods are currently (the most popular or someone) in CS1?

Thanks,
Gerard
Traffic Manager, Prop Line tool, Node Controller, Transport Lines Manager etc.

Essentially if you look at CS1 all mods that aren't:
- Maps
- Objects (buildings, vehicles, props etc)
- Textures
 
Shall be, because:


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.
If that's true (it looks so, as it has sense) I should apologize to PDX and CO for overreacting this Tuesday

PDX and CO, sorry! (But I still wait to see it with my own eyes)
 
Thank You for this update. I don't really care where to download mods from and I can see the potential in this. Talking about dependencies, I lots of times downloaded buildings for cs1 and then had missing assets that I couldn't find and no links to those were in the description. Will it be possible to automatically include them with a downloaded building?
 
I take back my statements regarding why the switch to Paradox Mods was made, if it's actually better than the existing site itself. They managed to undo the backlash in the initial announcement.

This should have been the main announcement imo, it could have prevented the backlash a few days ago.
 
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I'm still not convinced. It looks good and the features looking great but that was never my concern about it.
I don't like the idea of the need of a paradox account, since the paradox launcher is tracking a lot, also in game.
There was a mod needed to prevent paradox from crawling the ass off of you and get rid of over 200 calls inside of the game just in the menu.

I fear this paradox mod browser is also used to collect more data I don't want them to give. That was always my biggest concerns of greedy publishers to have their own closed ecosystem. As it comes to steam, I still prefer it, since it's a more neutral space compared to a publishers owned environment.

And I still really believe this is the biggest reason for a publisher and not the "we want to include all users". I don't buy it.
Why should a publisher invest a big amount of money to host those files on their own servers instead using steams service since it's completely free of charge by the 30% fee you have to pay for each game you sell on the platform anyway? Also the traffic of those downloads. Creating the infrastructure of this is a big thing. So there is going a lot of money in there - and time. Just because they are nice? I doubt it.

You can all hate me for my opinion - I don't care.
 
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