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As I interpret this, it seems like they will have modding tools that may make modding the game a bit easier even for people who are not mod creators now. The asset editor in CS1 was very cool as a built-in tool, but there were a few limitations that made it less than optimal. I think Paradox has the right idea at integrating the mods and assets created by the community as platform independent. For YEARS console players have had half the game that CS1 was for the rest of us playing on PC. I am very optimistic that our incredible modding community will fare fine on the Paradox workshop. The commitment to free mods is pretty cool. Once we've integrated our Paradox accounts with the game, this discussion will likely be moot.
 
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My interpretation is, Making modding easier is because they are designating Assets as actual mods, when they aren't mods. They call it an "Asset Mod".

Real mods actually modify game code. Mod is short for modify after all. I don't see making it simpler, but maybe making a more advanced mod tool, so mods can work together more cohesively. This means less downtime on patches and diagnosing conflicting mods easier. I assume it's more Harmony based type thing. Harmony sure made mods work better these last few years of CS1.

Also, Skyve mod was posting as for CS1 and CS2, so maybe Skyve will be merged with Harmony to really get modding going smoothly in CS2. And hopefully working in CS1 as well, with Paradox Mods too. Then we can finally get rid of the proprietary Steam Workshop and have trouble workshop.

But don't be fooled. You will not get any real modding for consoles or MS games. They can't let mods in, or people will kill the console interface. this would be a nightmare of epic proportions if allowed. Best case scenario, is devs could authorize certain mods to the base game, but then they wouldn't be actual mods anymore as they will be part of the game. But it could allow income for modder through the devs, like they do with Content Creator Packs (CCPs) of CS1.
 
My interpretation is, Making modding easier is because they are designating Assets as actual mods, when they aren't mods. They call it an "Asset Mod".

Real mods actually modify game code. Mod is short for modify after all. I don't see making it simpler, but maybe making a more advanced mod tool, so mods can work together more cohesively. This means less downtime on patches and diagnosing conflicting mods easier. I assume it's more Harmony based type thing. Harmony sure made mods work better these last few years of CS1.

Also, Skyve mod was posting as for CS1 and CS2, so maybe Skyve will be merged with Harmony to really get modding going smoothly in CS2. And hopefully working in CS1 as well, with Paradox Mods too. Then we can finally get rid of the proprietary Steam Workshop and have trouble workshop.

But don't be fooled. You will not get any real modding for consoles or MS games. They can't let mods in, or people will kill the console interface. this would be a nightmare of epic proportions if allowed. Best case scenario, is devs could authorize certain mods to the base game, but then they wouldn't be actual mods anymore as they will be part of the game. But it could allow income for modder through the devs, like they do with Content Creator Packs (CCPs) of CS1.
Harmony Mod already out.