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A few questions, but first some background.

I contribute to a mod for a unrelated pdx game, we host the code on github and a vital part of feedback loops are beta tests where testers can download a non-released branch to play with. And they can do so because they can install the mod in the right directory on their machine.

My fear with this move is that option for mod betas is now gone. My assumption is that there will be some signature and hash verification checks done by the PDX launcher (another rant for another time) for mods that are installed on a device, and if they don't have the PDX mod store signature, will prevent the game from booting.

Questions:
  • How will mod source location be identified and verified?
  • Is there any way to allow players to test unreleased features through PDX mods?
  • If Mods are verified based on information in the paradox mod store, will I not be able to play with mods without an internet connection?
 
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Question: The reason mods will not be available on Day 1 is that Paradox Mods is not ready for the game yet?
yes, It is at Beta Phrase. Top Modders are testing to make sure it is ready .
Maddie (LOTM --Our CS discord admin/ Community manager ) says We Might have Mods ready when PDXmod launches.

Questions:
  • How will mod source location be identified and verified?
  • Is there any way to allow players to test unreleased features through PDX mods?
  • If Mods are verified based on information in the paradox mod store, will I not be able to play with mods without an internet connection?
The F.A.Q did mention Modder wil be able to get a forum setup soon if they chose. I dont think it will be any diff. Mods will be download to steam or Local app..
how do you think Modders test Mods for Epic compatible if Epic doesnt have their own mod place?
you would just need to guide your mod subscribe through the process.

There will be more updates As the PDXMod progresses.

You should come join official CS discord if you havent, ask/Concerns, suggestion are welcome. Faster updates discord.gg/citiesskylines
 
That’s been done perfectly fine with CK3 and all other Paradox mods, even Vic 3… so why can’t CS2?
In practice, many (most) mods for other games just don't get uploaded to Paradox Mods. It's twice the work for modders (in their free time) as well as the devs.
 
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For weeks I’ve been reading snarky comments about charging for mods which were based on nothing and have now been debunked.

Have some faith, these people have given us the Worlds best game, they don’t want to screw it up. Remember we play for fun but this is their livelihood.

 
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You can sue them
Delusional.

Not sure why you're defending the billion dollar corporation so hard. They don't care about you.

Now you present your own figment of imagination
Every post I ever make here is an opinion, it is not a statement of fact. If you choose to take it as a statement of fact that's your own fault.

Plans change. No can become Yes.

I question the credibility of a company who is launching this game unfinished by their own admission of not being up to their standard. That had to cancel/postpone the console version of the game because it's not ready and likely couldn't pass the certification standards for acceptable framerate. Who never bothered informing us about wrecking the mod community by removing steam workshop in favour of their garbage imitation version until a week before launch.
 
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The Paradox mods is nice idea if all played the game : i mean sony & microsoft, but they don't.
Still, I don't see the point to make it happen and remove steam workshop or you may link the two website to upload mods in an easy way for the people.but again, pdx is not valve.... The pdx mods still sounds like awful mlistake and i guess you already experienced the issue with the current pdx mods page for CS.
ok you updated but comment remains outside there, while its very useful for a new potential user to see the working or not mod (like before marked as obsolete)- as I used to it updating the CSF mod tab. I and other people don't gonna open several links to get an answer for one mod and then for all mods...

I think you go wrong there with pdx mods and the amlbitious project is too early.
 
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The F.A.Q did mention Modder wil be able to get a forum setup soon if they chose. I dont think it will be any diff. Mods will be download to steam or Local app..
how do you think Modders test Mods for Epic compatible if Epic doesnt have their own mod place?
you would just need to guide your mod subscribe through the process.

There will be more updates As the PDXMod progresses.

You should come join official CS discord if you havent, ask/Concerns, suggestion are welcome. Faster updates discord.gg/citiesskylines

I think you misunderstood. For other games, regardless of what DRM player you use, mods source doesn't matter at all. There is no check beyond validating checksums of the actual game itself for things like ironman or anti-cheat protections.

By declaring that mods can only be sourced from a single store, PDX is implying that they are doing additional checks to ensure you aren't pulling mods from elsewhere (moddb, github/gitlab, etc.). And so my questions are around how that validation of mod source will happen and the implications of it.
 
I think you misunderstood. For other games, regardless of what DRM player you use, mods source doesn't matter at all. There is no check beyond validating checksums of the actual game itself for things like ironman or anti-cheat protections.

By declaring that mods can only be sourced from a single store, PDX is implying that they are doing additional checks to ensure you aren't pulling mods from elsewhere (moddb, github/gitlab, etc.). And so my questions are around how that validation of mod source will happen and the implications of it.
I can't see any explicit statement that installing mods locally is impossible. Do you have a source for that?

CO/PDX have made clear that they are not enabling Steam Workshop functionality in the Steam client, on the Steam website, or in-game. The only "platform" for mods (their term) will be Paradox Mods (PDXM). But that's not the same as some sort of DRM to restrict mod loading to that platform. I would be slightly surprised if they went down that road, because it's extra work for no benefit.

The status quo is that all mods are uploaded on Steam Workshop, so nobody uses PDXM, which means that console players wouldn't have access to the latest and greatest custom assets when those platforms get the game. In order to overcome those incumbency and network effects, C:S2 won't have Steam Workshop, which means modders will use PDXM for distribution, and so console players will get access in due course. Local installation just doesn't have a dog in that fight.
 
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I remember in their last announcement there'll be some mod released with the game?
A lot of CS1 mods are incorporated as features in CS2. So there will be no need for those mods.

Future mods will have to be developed and wait for the platform to be ready. Even if they still used steam, modders would have to wait for the code base to be released to even see what needs to be modded.

Though It has been mentioned that the popular modders have already been in communication with paradox and have probably had a big part in many of the in game features for cs2.

But for anything still not addressed, like the white lines, or weird farm buildings etc, eventually modders will fix it, or paradox will fix it themselves. But right now, they are focused on the most important assets of the game to meet the launch deadline.

But things do not happen instantly. This is a new game, there will be a growing/ adjustment period.
 
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I remember in their last announcement there'll be some mod released with the game?
Currently the asset editor is still in beta, a group of modders have access already and making mods as we speak. Paradox aims to have Paradox Mods launched on day 1 so those beta modders can upload their stuff right away. But the rest of us will have to wait a bit longer to make and upload mods ourselves, we don't know how much longer.
 
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I wonder for management of all this... I don't mean the folks behind pdx mods but us, users and modders... users for the main.....like when mod breaks... if we have to check x modder pages (discord, facebook and whatever - plus we have to guess what is the main social network used by the modder among all his links) to know if an (unmarked yet) issue is happening instead of the pdx mods page itself... it will be hell for sure...

Comments on steam worshop were a bit helpful...
 
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Algeron - mod author curretly maintaining multiple of the main CS 1 mods (so you can say he is a pretty big deal) has shared his opinion about the Paradox Mods and shed's some light how Steam Workshop has many issues for the mod author also:


That is some good insight from one of the bigger - if not the biggest - C:S modders out there at the moment. Actually makes me less worried - I'm still in "wait and see" mode, but more optmistic.
 
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I play EU4, Imperator, Vic3 and ur absolutely right. But going by Paradox history of releasing new stuff on their website and launchers, I don’t have a lot of hope that it will be better than the Steam Workshop.
I get it. You love Steam Workshop. The problem is that they have a vision of making ALL mods available to ALL players. Not everyone uses Steam. Since release is so close and they have pretty much shut the idea down, it might be time to just relax and see what happens. I am sure if their idea goes south then Steam Workshop could become a reality.
 
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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.
So you assume that nobody asked for Paradox's version of the workshop. You also assume it will not work well. Then you assume that insulting their work, before you even try it, will convince them to ditch all their hard work and go back to something that will create a situation where many players might not have access to the mods and assets on Steam.
 
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I remember in their last announcement there'll be some mod released with the game?
Quote from Maddie(LOTM) in discord :" There MIGHT be script mods at the release of PDXMods, but the game has been updating like crazy right now, so I would not fully expect all your faves to be there on day 1."
Join us in official discord for faster updates and discussions .
 
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I'm glad that reddit finally getting recognized his input is very important and I did ask him to shed his opinion so I'm glad he did.
Algeron - mod author curretly maintaining multiple of the main CS 1 mods (so you can say he is a pretty big deal) has shared his opinion about the Paradox Mods and shed's some light how Steam Workshop has many issues for the mod author also:

I pinned it in our CSII Channels pin message /