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Modding Development Diary #1: Guest entry - Paradox Mods in Cities: Skylines II

Introduction​

Right! So the time has come to lift the lid off of the modding interface and its backing service.

As many of you know, Paradox has been running our own mods backend for years, inventively named Paradox Mods. As a matter of fact, the first game that we hosted mods for was the Xbox version of Cities: Skylines I.

In order to give players on all platforms the same possibilities, PC and console alike, the Cities: Skylines II team has chosen to use Paradox Mods to officially host mods for the game. Now, the discerning reader might be wondering what that means for players and how they interact with mods. Read on!

The player experience​

As we have seen in other titles, primarily Surviving Mars, offering access to mods from inside the game itself means that many more players interact with them and more people discover the fun that comes with modding a game.

In Cities: Skylines II, the interface to Paradox Mods will be found in the game’s main menu. Have a look:
main_menu_updated_240313.png

The Paradox Mods interface will allow you to discover, search and just plain browse through mods from inside the game. Additionally, our staff will highlight especially interesting, popular or unique mods for your consideration.

xhnwffAFZXcDZVpzjvmj_zAUBsFCFudsmaUu3m2zyV-u8yV7HLTU9rn66X2j7Fp8Ru49a8M1jAtak-vYszoACtpSQZzElG_2NdDyfz9P6D78XoAb9upRpIYg3eLU9y5J9ucqgX0K-8QPX34ImtwNs2o


In common with other games that use Paradox Mods, the interface will allow you to create and manage playsets. If you have played other Paradox titles, the concept might be familiar, but if it’s new to you, playsets are basically “playlists for mods that form easily togglable experiences.” If you place a mod that has a dependency in a playset, you’ll be automatically asked if you want to add all dependencies (yes, we do resolve the entire tree of dependencies).

hJueU0q54MdOsZ3xJYR9Q1LaaCC9ppuAc5fvRZJdV8bJB8FqaCiPlZhH7zId1BgSTpJeTOvihyeBXVjwZYWZn8fy9u-KrXNnljqypG1xo0R9mbWwHm6NZlAkWKT3m2fVjRC_d2070Pb5VxuLWdJU4YU


Of course, the in-game interface is not the only way to manage your mods: Playsets can be constructed from the Paradox Mods website as well. There, mods can be added, removed and toggled - and all of this will then be synced to your game automatically. Likewise, playsets are stored in our backend and will be replicated to all devices you happen to play the game on. And consequently: No, your carefully constructed playsets will not disappear if your computer lets out the magic smoke inside.

Mods discussions are also available directly from in-game - but the same discussions are also present on our forums, if you would rather post from a web interface. You can also find links to other (SoMe) platforms related to the mod, if pointed out by the creator.

voX_9p33J3OylGreRRXBOahRA7df-1LDlFwIQzdyxbrM8wEuynjAhHuw5wHUVeI9-ijKd_JltveuzYbCBLG2Q3xxBUgqryBs_PvOMVddafkFVxu95-HjIcPmn0wczed4i5q0FIB7LMLQ2FYFPCL6DZ4


Naturally, there are other ways to get mods than from Paradox Mods; creating them yourself for instance. Of course, the game will allow you to add local mods of any source to your playsets - Be aware that these will not be cloud-synced and will indeed be lost on catastrophic system failure.

The creator experience​

Now, in order to have actual mods to play with there needs to be ways of submitting mods to the game.
You can find instructions on how to upload your map and code mods here.
And how to create them to begin with, which we’ll leave to our friends at Colossal Order to share more information about, starting tomorrow!

We can mention that, as a mod creator you can add metadata to your mod such as description, screenshots, dependencies, release notes, supported game version etc. This information can be changed at any time through the Paradox Mods website as well. If you so wish, you can also add a discussion section to your mod.

CmRgxEsxPH3YVlks__Dg5fX_xpl4P-tnXJFFZuvlARBjEwpq2_sY_0zGSh6Zmj1WqfotyCi7igQhZ-ZmQoomRrfqUML8uX0gLaNvnUOgY-sJmvRcDrVe8jwUs8MZ4OeXe4C3jYYvjnhavmW4z5EK6FM

yW9akbDWbQjXKIx60hRffSN4dnoUncSo_r45L0CrtplJDGQfj30AEdwAWh3mUwuz0-clBTlnOSXXtyJnZJjBIP7T1ZY8QvUVvtIy1tLWFkVYD5vtofc-H8ocC_EFO0f0pN2hIekVVlqkRNrqT5GOxDU


This wraps up our little teaser from the Paradox Mods team, and we're buzzing with excitement to get this out to you as soon as we’re allowed. We're all ears for your feedback because, let's face it, we're on a mission to create something of value across all platforms, blemishes and all.

Tomorrow Colossal Order is back, they will go into detail about the in-game editor where you create the actual mods that will in turn populate the Paradox Mods library!

Paradox Mods releases on the 25th of March, together with the Beach Properties Asset Pack!
 
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- not possible to create and share collection
Possibe to create but not possible to share. Quite a pity.
- not possible to view catalogue from moder
In fact, this IS possible, click modder's name to see all of his content.
- not possible to disable comments
No idea... I see no comments browsing PDX mods.
- not possible to view update history of mods
Yes, it is possible, click on "all versions" on the mod page.
- not possible to create multiple discutions about differents subjects
No idea, but sounds like an option for a mod developing platform, not for those just wanting to use the mods.
 
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Cool, a mod repository. Was it worth all the effort to replicate what we already had established with the steam workshop?

Also you keep saying this - “In order to give players on all platforms the same possibilities, PC and console alike, the Cities: Skylines II team has chosen to use Paradox Mods”

But anyone paying attention knows that Console players will not receive code mods, and therefore will not receive any assets or maps that rely on code mods. So is it purposely disingenuous language? Or do you just not fully understand that the same possibilities will not be possible on console?
 
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so to resume :

- not possible to create and share collection
- not possible to view catalogue from moder
- not possible to disable comments
- not possible to view update history of mods
- not possible to create multiple discutions about differents subjects

Great step back.
The man just wrote about a playlist aka collections. From these images is clear that players will view the updated history of mods. Discussions about different subjects are on Forums.
 
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Hey devs, will it also be available in cloud services, such as GeForce Now? Because today is the only way I can play.
Yes please can we have some clarity on this. Given that you did a link-up with GFN at launch it would seem very bizarre to design the system in a way that the end state game would not be compatible with that service.
 
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Hey devs, will it also be available in cloud services, such as GeForce Now? Because today is the only way I can play.
I couldn't see why not, its built in to the game itself, outside modding like Thunderstore is not supported by geforce, but this is actually in game.... so should be fine I would imagine. I play using geforce also.
 
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I couldn't see why not, it’s built in to the game itself, outside modding like Thunderstore is not supported by geforce, but this is actually in game.... so should be fine I would imagine. I play using geforce also.
I’m fairly certain they had previously said it wouldn’t be, but then said they would look at it further.
 
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Introduction​

Right! So the time has come to lift the lid off of the modding interface and its backing service.

As many of you know, Paradox has been running our own mods backend for years, inventively named Paradox Mods. As a matter of fact, the first game that we hosted mods for was the Xbox version of Cities: Skylines I.

In order to give players on all platforms the same possibilities, PC and console alike, the Cities: Skylines II team has chosen to use Paradox Mods to officially host mods for the game. Now, the discerning reader might be wondering what that means for players and how they interact with mods. Read on!

The player experience​

As we have seen in other titles, primarily Surviving Mars, offering access to mods from inside the game itself means that many more players interact with them and more people discover the fun that comes with modding a game.

In Cities: Skylines II, the interface to Paradox Mods will be found in the game’s main menu. Have a look:
View attachment 1094468
The Paradox Mods interface will allow you to discover, search and just plain browse through mods from inside the game. Additionally, our staff will highlight especially interesting, popular or unique mods for your consideration.

xhnwffAFZXcDZVpzjvmj_zAUBsFCFudsmaUu3m2zyV-u8yV7HLTU9rn66X2j7Fp8Ru49a8M1jAtak-vYszoACtpSQZzElG_2NdDyfz9P6D78XoAb9upRpIYg3eLU9y5J9ucqgX0K-8QPX34ImtwNs2o


In common with other games that use Paradox Mods, the interface will allow you to create and manage playsets. If you have played other Paradox titles, the concept might be familiar, but if it’s new to you, playsets are basically “playlists for mods that form easily togglable experiences.” If you place a mod that has a dependency in a playset, you’ll be automatically asked if you want to add all dependencies (yes, we do resolve the entire tree of dependencies).

hJueU0q54MdOsZ3xJYR9Q1LaaCC9ppuAc5fvRZJdV8bJB8FqaCiPlZhH7zId1BgSTpJeTOvihyeBXVjwZYWZn8fy9u-KrXNnljqypG1xo0R9mbWwHm6NZlAkWKT3m2fVjRC_d2070Pb5VxuLWdJU4YU


Of course, the in-game interface is not the only way to manage your mods: Playsets can be constructed from the Paradox Mods website as well. There, mods can be added, removed and toggled - and all of this will then be synced to your game automatically. Likewise, playsets are stored in our backend and will be replicated to all devices you happen to play the game on. And consequently: No, your carefully constructed playsets will not disappear if your computer lets out the magic smoke inside.

Mods discussions are also available directly from in-game - but the same discussions are also present on our forums, if you would rather post from a web interface. You can also find links to other (SoMe) platforms related to the mod, if pointed out by the creator.

voX_9p33J3OylGreRRXBOahRA7df-1LDlFwIQzdyxbrM8wEuynjAhHuw5wHUVeI9-ijKd_JltveuzYbCBLG2Q3xxBUgqryBs_PvOMVddafkFVxu95-HjIcPmn0wczed4i5q0FIB7LMLQ2FYFPCL6DZ4


Naturally, there are other ways to get mods than from Paradox Mods; creating them yourself for instance. Of course, the game will allow you to add local mods of any source to your playsets - Be aware that these will not be cloud-synced and will indeed be lost on catastrophic system failure.

The creator experience​

Now, in order to have actual mods to play with there needs to be ways of submitting mods to the game.
You can find instructions on how to upload your map and code mods here.
And how to create them to begin with, which we’ll leave to our friends at Colossal Order to share more information about, starting tomorrow!

We can mention that, as a mod creator you can add metadata to your mod such as description, screenshots, dependencies, release notes, supported game version etc. This information can be changed at any time through the Paradox Mods website as well. If you so wish, you can also add a discussion section to your mod.

CmRgxEsxPH3YVlks__Dg5fX_xpl4P-tnXJFFZuvlARBjEwpq2_sY_0zGSh6Zmj1WqfotyCi7igQhZ-ZmQoomRrfqUML8uX0gLaNvnUOgY-sJmvRcDrVe8jwUs8MZ4OeXe4C3jYYvjnhavmW4z5EK6FM

yW9akbDWbQjXKIx60hRffSN4dnoUncSo_r45L0CrtplJDGQfj30AEdwAWh3mUwuz0-clBTlnOSXXtyJnZJjBIP7T1ZY8QvUVvtIy1tLWFkVYD5vtofc-H8ocC_EFO0f0pN2hIekVVlqkRNrqT5GOxDU


This wraps up our little teaser from the Paradox Mods team, and we're buzzing with excitement to get this out to you as soon as we’re allowed. We're all ears for your feedback because, let's face it, we're on a mission to create something of value across all platforms, blemishes and all.

Tomorrow Colossal Order is back, they will go into detail about the in-game editor where you create the actual mods that will in turn populate the Paradox Mods library!

Paradox Mods releases on the 25th of March, together with the Beach Properties Asset Pack!

That was a great overview. Let's hope CO knows how to utilize this platform to its full potential.

No please don't go away, keep posting all the future communications regarding the game! You're writing is very clear and understanding!
I thought the same :)
 
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It's been 5 months and this is the only bit of information we get about mods? Ridiculous.
 
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It's been known for a while now that they were not going to be using the Steam Workshop with CS2. The entire reason being that they wanted to make sure the console players could also have access to the mods.
It also gives Paradox/CO better ability to moderate content for content they do not approve/like or that may have copyright violations. This will most likely be the most used use-case scenario of using PDX mods over Steam workshop.

If Paradox has a planned DLC but theres already products of it on mods then they can just remove the mods of similar products. Same if they receive a takedown notice, it'll be easier for PDX to remove subsequent content.

Not that I agree with these use-cases, but they are how I see PDX/CO using their own built in platform rather than a 3rd party like Steam
 
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Hey devs, will it also be available in cloud services, such as GeForce Now? Because today is the only way I can play.

No:


 
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Will we able to choose where mods are downloaded? Asset files can get pretty big and if default location is in main drive it might cause problems for people with small main drive and a separate drive for games
 
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It also gives Paradox/CO better ability to moderate content for content they do not approve/like or that may have copyright violations. This will most likely be the most used use-case scenario of using PDX mods over Steam workshop.
You're aware that Paradox and Colossal Order already had full moderation capabilities on the Steam Workshop for CS1?
 
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Just adding a +1 for GeForce Now support. Given the beefy requirements to play the game, geforce is the only way I (and I assume many others) can run it, and it would be a huge disappointment to not have access to any mods.
 
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Cool, a mod repository. Was it worth all the effort to replicate what we already had established with the steam workshop?

Also you keep saying this - “In order to give players on all platforms the same possibilities, PC and console alike, the Cities: Skylines II team has chosen to use Paradox Mods”

But anyone paying attention knows that Console players will not receive code mods, and therefore will not receive any assets or maps that rely on code mods. So is it purposely disingenuous language? Or do you just not fully understand that the same possibilities will not be possible on console?
I don't think the community actually understands this yet. I can't wait for the inevitable posts from console players complaining they can use x,y,z asset.

Also, I find it incredibly annoying how CO is making up terms for these things. Mods has always been actual code/script changes. Assets are "extra" content such as buildings, trees, etc. They purposely use "mods" to confuse the console players.
 
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Cool, a mod repository. Was it worth all the effort to replicate what we already had established with the steam workshop?

Also you keep saying this - “In order to give players on all platforms the same possibilities, PC and console alike, the Cities: Skylines II team has chosen to use Paradox Mods”

But anyone paying attention knows that Console players will not receive code mods, and therefore will not receive any assets or maps that rely on code mods. So is it purposely disingenuous language? Or do you just not fully understand that the same possibilities will not be possible on console?

That’s probably not the case for some subsection of assets and maps.

There’s likely to be a comparability toggle. At a minimum, many assets and maps will be vanilla and not require a mod dependency.

It’s not misleading, just nuanced. I imagine most players who are interested in taking advantage of these features will dive into the weeds.
 
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