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I know about that but as I understand that's not the same Paradox Mods CS2 is going to use so I'm not sure if you'll be able to do most modding things (like subscribing, following creators, sharing, organizing mods...) in CS2 without having to launch the game.
From what I was told in discord from the Community Manager I think, is that it does require launching the game to get the updates. :( It seems to imply that in this FAQ as well.
 
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From what I was told in discord from the Community Manager I think, is that it does require launching the game to get the updates. :( It seems to imply that in this FAQ as well.
Sure, same as with the Steam Workshop. What I'm asking is if you'll be able to subscribe/unsubscribe, manage collections and individual mods without having to launch the game. Like for example you're browsing the web on a tablet and someone posts a link to a collection, you take a look and you decide to subscribe to it without having the game installed. Then later once you go to your main rig the launcher will sync mods and their updates according to what you have subscribed.


Will we have asset collections?
I'd assume so because if not it will be a nightmare.
 
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I also realised we have gone from “we will never have micro transaction style paywalls on PDXMods to “we have no plans for one” within a space of a day :p
I would bet money that the site already has the functionality in place and all it requires is to be turned on.

Which means you use a rhetorical omission by saying "no plans" because the function is already in place, and all it would take is one executive saying "turn it on". No plans required for that either. Just a flick of a switch on the whim of a exec.
 
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So you've basically shot yourselves in the feet and keep doing so.
This is going to end poorly.

Bring back Steam Workshop, nobody asked for Paradox's poorly concieved mess. Case and point their launcher is still a broken mess.
 
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As someone who once played Cities:Skylines on Epic before getting it on Steam, I'm absolutely pleased with this change. Finally, all players will be able to access mods and assets, regardless of platform, which, to me, is a very welcome change!
Firstly, only assets will be available on console - they can't have code mods.

Secondly, CO haven't said they won't start charging for mods and assets, only that they "have no plans" to do so. In corporate speak this means it almost certainly will happen, at a future date.

So, don't start getting all happy about the mods and assets just yet - because when you've only got 100 free assets to choose from and all the others are paid-for, you'll soon get bored and miserable with all your cities looking the same as everyone else's. Unless of course you pay out for the nice, deluxe ones issued by PDX store.
 
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Will Paradox confirm they will never charge for access to mods.
 
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A year from now when if console has been released will PlayStation allow mods. I’ve heard there is a history that PlayStation does now allow mods. I know I’m a long way off since console is on the back burner for now just curious. Thx!!
 
A year from now when if console has been released will PlayStation allow mods. I’ve heard there is a history that PlayStation does now allow mods. I know I’m a long way off since console is on the back burner for now just curious. Thx!!
They don't allow scripted mods. That is why its limited to asset mods only for this.
 
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This is very helpful, thanks for the rapid response! As as asset creator I look forward to hearing about (hopefully) new feature for asset creation. I have questions like
1.) Will we have support for partial transparency (alpha)? 2.) Will we be able to make animated assets like billboards (today we need modtools for that)? 3.) Improve metallic texture?
Basically many cool things we can do today require mods, I'd love to see those things more tightly integrated. Thanks!
 
Geez, when will you all quit whining about the mod platform? It's just a platform. It has no influence in the quality of the mod you make. And this way console players will have access to all quality assets, instead of only the ones published on Paradox.
 
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It's similar to how you started hyping this game way too early. You should have first released information about this new platform and then discussed the removal of the Steam Workshop, not the other way around as you're doing now. This approach is likely to stir up fear and speculation.

IMHO you've made a few significant missteps in your marketing campaign for this game, which is truly unfortunate - especially this close to release.

This information is quite reassuring, alleviating a lot of anxiety and making me feel much better than I did yesterday. It's just disheartening that we all had to endure such a tumultuous 24 hours of uncertainty and fear, with people reacting frantically everywhere - this situation could have been easily prevented.
 
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Will Paradox confirm they will never charge for access to mods.
They confirmed they don't have plans for paid mods in CS2, not that they will never do that. But even if they actually did say that (which they didn't) it would mean essentially nothing because they can change their mind at any given time.
 
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I wrote this as a letter back in July, in regard to the Current steam setup. These are things that I hope Paradox mods can improve upon to create a better management system. If Paradox or steam won't do it, I hope they can provide an API that connects to the chosen platform so a programmer can "mod" the mod manager.
PROBLEM
As you know, in CS1, there are well over 300k mods and assets available for the game on Steam. Many of these are uploads of base game assets with different stats, or they are outdated, or poor quality. It can make things difficult to sort through to find quality assets. Steam’s interface is very lacking for any sort of proper curation of assets. But these things could be easy fixes.
Solutions
1. Tag system: The current tag system is very limited and doesn't even order alphabetically. I have no idea how they generate the tags they use, but it needs to be updated.
a. Tags should be able to be further defined by users and/or the system to separate by things such as type, style, or other relevant criteria.
i. Ex: instead of just “vehicles” how about trains, civ cars, busses, etc
ii. Or groupings for fire, police, and other service areas which include buildings, props, and vehicles.
iii. Groupings or filters by DLC required
2. Collections: Steam currently has collections to allow people to create their own sorted systems, but this too is cumbersome, and results in many collections of the same items, or empty due to the amount of work it takes to make them.
a. For further refinement of tags, a community-curated collection system can be in place for assets that may be grouped based on architectural style, time period, make/model of vehicles, or country or region an item is designed for.
b. To reduce duplicates, these collections should have an option to keep private, Read-only, or make public, in which anyone could add to the collection freely, or by approval of the collection creator. So if someone creates a “golf” asset collection, others who make golf assets can add to it, and others can more easily find what they are looking for.

3. Voting system: Create a system to allow people to report broken assets, or vote for high/poor quality. So lower-voted assets with low downloads, or a lot of complaints can be removed and/or archived into separate areas so the workshop is not cluttered with broken or poor-quality assets.
4. Search/ filtering:
a. Searching on steam does not allow one to search only the assets I am subscribed to. This is a no brainer but for some reason steam doesn’t see the importance, even though the query would be the same other than an extra “where('subscribed',1) functionality
b. Filtering should allow users to filter assets that require a specific DLC or additional downloads. Or by date, asset creator, user tags, and rating
i. The asset screen should also have a number to indicate if an asset requires other items.
c. Option to toggle already subscribed items
d. Option to hide items from specified creators.
5. Organization
a. Maps, Code Mods, saved games, Radio stations, etc., should be separate sections with their own tagging system and filters. Maps specifically, should have filters for buildable area, and other map-specific data.
6. Selecting- allow batch selection and assignment of assets to collections or tags. Steam’s one at a time selection are the main reason collections get abandoned.



In GAME Management:
1. Please allow assets to toggle on and off without removing them from the computer and needing to subscribe or unsubscribe. Some people, including myself, have limited internet connectivity, so redownloading for each unique asset set I may want for my game is a hassle.
2. Allow in game tagging of assets like in Find it 2 mod so people can more easily locate their assets on the management screen.
3. Option to tag/ group downloaded content in the game according to a user's needs. Like find it mod, but with an option to put assets in a category that makes sense.
a. (downloaded rocks would be in landscaping, instead of a building tab for instance. )
b. Since you all don't know what will be created, all you need to do is add a button to "reassign" and a method to store what asset goes where. And if you can add an option to define our own tabs, that would be even better. The interface would be a simple "Tab name", "Group under" (roads, police, etc), and "Choose icon" that has a predefined set of icons people can choose, with a default generic icon if none is chosen."
4. Option to change Building names and have it applied to any placement of that asset, particularly for growables. My McDonalds downloads for instance should always be named McDonalds, not "Bob's Corner Pharmacy" or whatever random name CS1 generated.
 
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  1. Is it still possible to join the asset editor beta? I used to make assets for CS1. :p
  2. Will uploaded mods be on Paradox instantly or is there a review proces?
  3. Will we be able to schedule uploads?
  4. Just to be clear, script mods are still a thing, right? Just not for consoles.

Still got loads of questions about the asset editor itself but I assume there will be more dev diaries and info the upcoming days. :)
 
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I would bet money that the site already has the functionality in place and all it requires is to be turned on.

Which means you use a rhetorical omission by saying "no plans" because the function is already in place, and all it would take is one executive saying "turn it on". No plans required for that either. Just a flick of a switch on the whim of a exec.
This is the finest use of Straw Man argumentation I have seen in a long time.

You say:
I would bet money that the site already has the functionality in place
Here you put an assumption of your own imagination in place.
Then you continue:
Which means you use a rhetorical omission by saying "no plans" because the function is already in place
Now you present your own figment of imagination as an irrefutable fact - and then start drawing conclusion based on it, followed by accusing Paradox of something you have only imagined yourself and that may not have a shred of truth in it.

Then, for the actual truth:

In the FAQ, Paradox writes:
Will Cities: Skylines II launch paid mods or Microtransaction on Paradox Mods?
No. We don't have any plans for paid mods for Cities: Skylines II.
There you have it: "No.", as in "no, full stop". Can it be any clearer than this?

Here's some legal advice from a layman:
If you want to cover all your bases, take a screenshot of that statement and save it well. You can sue them with that if they ever implement paid mods. You see, in this statement, Paradox unequivocally answered the question "Will Cities: Skylines II launch paid mods or Microtransaction on Paradox Mods?" with "No." No 'buts' or 'ifs'. This can easily be claimed to be a statement to the effect that there will never be paid mods.

(If Paradox suddendly finds an urgent need to make a disclaimer on this point, please feel free to do so now. We would appreciate the gesture.)

To conclude: If you question the credibility of their statement by referencing to "no plans" as a dead giveaway to the opposite, do you also not believe their statement that they will release updates to the game?

I wouldn't bet my money on that.
 
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