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Cpt_Israel

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Jun 25, 2016
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Short summary of your issue
More than one mod in multiplayer

Game Version
1.3.3 and all other versions

What OS are you playing on?
Windows

Do you have mods enabled?
Yes

Have you tried verifying your game files?
Yes

How much "pain" is this causing you?
8

Please explain the issue you experienced in the most condensed way possible
If You have more than 2-3 mods You can't join multiplayer lobby despite the fact You have the same checksum and other people are using the same mods!

Please explain how to reproduce the issue
Simple, dear dev team: Use at least 3 mods and try to join multiplayer lobby. 90% cases You can't despite the fact they use the same mods and it's versions!.

Is there anything else you think could help us identify/replicate the issue?
Just turn on Your game and use 3+ mods and try to join any other lobby with a friend. Hope You have friends with Victoria 3!:)))

I have an explanation HOW to make it work. The reason why multiplayer lobby doesn't allow You to join is that we have .metadata file in mod folder after it was dowloaded by steam. If I understand it correctly - metada file (and json file in it) is neeeded in launcher. if You want to see version of mod and other crucial informations.
Just delete it and You can join multiplayer lobby of other player with 3+ mods.

If You are making a collection of 10-11 mods (many of them due to the performance issues) You need to delete this .metadata folder in mods. So... please, guys, just change two lines of code and don't create .metadata folder - put json file simply in the mod folder. Just like thumbnails, most like it wouldn't affect the game multiplayer lobby (test it for God sake after changing).

Didn't test it to much but screenshot sometimes behave in a very similar way, don't know why. But only sometimes.

I don't want to be salty, but guys - this bug is SINCE THE RELEASE OF THE GAME.

PS. i am adding one of metadata.json, because i can't pos otherwise, but this one is irrelevant to the issue.

I have attached a save game
No

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As you may understand, the reason why multiple mods are not allowed to be active at the same is due to the potential knock-offs that might occur during the session. As they already might cause any detrimental effect with the Vanilla version of V3, we can't ensure a proper experience while adding them without limits. That is the reason the limitation exists.
 
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So explain me:
1. This is not a problem for HOI4, EU4, Stellaris. The fact is people play multiplayer games with 20+ mods in stellaris. So why block it here in Victoria3?
2. If You delete .metadata folder everything is just fine and You can have more mods. So it means, that You have made it on purpose to block situation where people use more than 1 mod in multiplayer? What kind of policy is that?
We believe, that if You use mods - You understand, that Paradox is not responsible for any crashes and so on. This should be Your policy not that You have stated!
But why block it as a possibility intentionally?
Weird policy, or You didn't get what I am asking.

3. It may block even with ONE mod. Seriously. One mod.

4. If this is an issue I quote:
"reason why multiple mods are not allowed to be active at the same is due to the potential knock-offs that might occur during the session. As they already might cause any detrimental effect with the Vanilla version of V3, we can't ensure a proper experience "

and with that policy You didnt do anything with desyncs on Vanilla. Seriously guys - Known issue? From OCTOBER 2022? 8 months and nothing fixed? I can see what kind of crashes are those and they are the same.

So basically, You are not going to do anything with the situation? In the current state game is unplayable on vanilla past 1885-1890. With mods for example for better assimilation it could work even 20 years longer.
And You INTENTIONALLY block that possibility for multiplayer ?

I am speechless.
 
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I've experienced this as well - furthermore sometimes the game won't even allow a single mod in a multiplayer session. This issue should seriously be addressed. It's not an early access release guys.
 
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As you may understand, the reason why multiple mods are not allowed to be active at the same is due to the potential knock-offs that might occur during the session. As they already might cause any detrimental effect with the Vanilla version of V3, we can't ensure a proper experience while adding them without limits. That is the reason the limitation exists.
What? I thought that was some checksum bug since it said (or at least used to say) that you and the host have mismatching mods even if you had the same checksum and even mod order. This is just ridiculous if it's actually "working as intended".

For anyone who actually wants to play mods in MP, I used a third party PDX mod manager (don't remember the name unfortunately, but it's specifically for PDX games) to merge all playset mods into just one giant mod and played with that cursed amalgamation. Worked perfectly well with almost 20 mods, but updating is a hassle and mind the load order before you merge, at least if I'm correct in my assumption of how it works. I suppose you could also do it manually if you know what you're doing, too.
 
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What a total popcorn.
As you may understand, the reason why multiple mods are not allowed to be active at the same is due to the potential knock-offs that might occur during the session. As they already might cause any detrimental effect with the Vanilla version of V3, we can't ensure a proper experience while adding them without limits. That is the reason the limitation exists.
What a total popcorn. I can run a Minecraft server with 7 people at 400 mods and have zero issues. I can run a Hearts of Iron game with 20 mods at 3 people with no issues. I can run CK3 with multiple mods and 4 people with again. ZERO issues.
 
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As you may understand, the reason why multiple mods are not allowed to be active at the same is due to the potential knock-offs that might occur during the session. As they already might cause any detrimental effect with the Vanilla version of V3, we can't ensure a proper experience while adding them without limits. That is the reason the limitation exists.
Alright someone make a mod merge mod so it's one mod
 
It appears that some people have luck with making sure everyone has victoria 3 installed on same drive, ie that if you keep everyone's installs on their c drive, it works with multiple mods. Personally I noticed that with 2 mods I can usually get it to work but with 3 or more that is when I run into issues.
 
Is this still and ongoing issue with no words from the devs? This is unplayable.
The game doesnt even try and tell you the issue and states its an issue on the players side "Mod mismatch" even with identical mods this is ridiculous
 
With the new trade changes improving the speed and stability of multiplayer, I wonder if multiple mods will be possible in future patches
 
I just had the same problem. Its also been happening in CK3 and it took me so long to notice what was causing it: simply the mod count!
I hope paradox addresses this soon.