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GKPecap

Sergeant
14 Badges
Jul 7, 2020
61
13
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
My understanding is that any steam workshop mods installed will update independently and automatically, no matter what controls are imposed on when to update and download in Steam settings when Steam is launched in online mod.
My question is can a person work around this by:
1. Copying the contents of the steam workshop folder for Stellaris to a safe backup location.
2. Run steam with the controls in place on downloads/updating or editing the acf file state flag to 4, Bytestodownload/updateresults to 0.
3. Let steam workshop mods make unwanted update.
4. Exit steam and get offline.
5. Go into the steam workshop folder and delete the updated mod folders.
6. Copy the backed-up workshop mod files back into the steam workshop folder.
7. Run Stellaris offline as normal, un-updated game, un-updated mods.

OR does some other file editing have to occur, or some other Steam invisible black magic prevent this approach from working?

My problem is I have to get on Steam online periodically to fix Game-Labs Ultimate Admiral: Age of Sail so it will run off line - non of my other Steam games have this problem.
 
Through an error ended up going to H322 on Stellaris and so checked and reset all my update controls on all games. Did observe the following: Nothing happened to update my workshop items until I clicked over to the workshop tab within the tabs for Stellaris - is that an accurate understanding of how they update?

Above questions still stand.
 
You could move the backup copy to the My Documents mod folder and edit the .mod file and descriptor.mod file to match. Then unsubscribe. You'll then just use the local mod and it will never be force-updated. If you did want to update, delete the local copy and resubscribe.
 
Don't know about how exactly Steam Workshop works, but I would recommend just using Irony Mod Manager.

Among other things, Irony allows you to merge your modlist into a local mod that will not ever be auto updated and can easily be backed up, pretty much circumventing all of the problems that come with mods that get updated. It's by far the easiest way to create stable mods and modpacks for future use.
 
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Don't know about how exactly Steam Workshop works, but I would recommend just using Irony Mod Manager.

Among other things, Irony allows you to merge your modlist into a local mod that will not ever be auto updated and can easily be backed up, pretty much circumventing all of the problems that come with mods that get updated. It's by far the easiest way to create stable mods and modpacks for future use.
Paradox hates him! This mod manager discovered one simple trick:

1643078997602.png
 
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Don't know about how exactly Steam Workshop works, but I would recommend just using Irony Mod Manager.

Among other things, Irony allows you to merge your modlist into a local mod that will not ever be auto updated and can easily be backed up, pretty much circumventing all of the problems that come with mods that get updated. It's by far the easiest way to create stable mods and modpacks for future use.
Had seen this and considered it when pdx launcher chaos was going on, but then that got fixed and I didn't pursue.

In your experience does the mod merge process preserve the necessary load order mechanics to make mods play nice and work properly?
 
You could move the backup copy to the My Documents mod folder and edit the .mod file and descriptor.mod file to match. Then unsubscribe. You'll then just use the local mod and it will never be force-updated. If you did want to update, delete the local copy and resubscribe.
If I understand right then, per my original post, the only extra work needed is to give the backup copy a different name than the original number name for the mod folder, edit the .mod and descriptor.mod files to the new name, put the backup copy where the old mod folder went, take away the original mod folder, and unsubscribe the original mods on steam, then run the game and it will call in the new backup copy mod folder. Renaming the backup mod folder to prevent Steam or the program from trying to mess with it.

Digging down with notepad++ I was skeptical that it could be that simple. Mainly that the program looks like it checks file IDs and builds - so it might choke if it doesn't see the right ID numbers.
 
If I understand right then, per my original post, the only extra work needed is to give the backup copy a different name than the original number name for the mod folder, edit the .mod and descriptor.mod files to the new name, put the backup copy where the old mod folder went, take away the original mod folder, and unsubscribe the original mods on steam, then run the game and it will call in the new backup copy mod folder. Renaming the backup mod folder to prevent Steam or the program from trying to mess with it.

Digging down with notepad++ I was skeptical that it could be that simple. Mainly that the program looks like it checks file IDs and builds - so it might choke if it doesn't see the right ID numbers.
Give your local mod copy different modname than the original. Paradox Launcher will fail to load it or both if there are two mods of the same name.

Or you know, use Irony (yes, it preserves load order at the time of merge).
 
Give your local mod copy different modname than the original. Paradox Launcher will fail to load it or both if there are two mods of the same name.

Or you know, use Irony (yes, it preserves load order at the time of merge).
Old Ent.

Watched your video and read thru the Irony pdf twice on Irony. Hope these are not dumb questions:

1. If the mods run fine now as and are merged in proper load order, is running the conflict solver needed - especially if some are meant to patch others by load order?

2. Will merged single mod choke on mods that have an orange compatibility warning triangle in the pdx launcher, but run fine now (usually a minor version difference)?

3. If the Custom mod directory option is used, does the merged mod(s) stand alone and apart from the regular mod folder: Launching the game with Irony Mod Manager doesn't affect Running the game with Pdx launcher and vice-versa?
Might want to run pdx launcher and mods I run now conventionally, but also run the same mod set merged through Irony launcher.

4. Understand that the merged single mod created by Irony insulates the mods it contains from Steam Workshop messing with its contents, per Ryika. Does using the custom mod directory option further enhance that?

5. Is deletion and recreation of descriptors needed or recommended on launching game everytime?

6. Steam related, can IronyMod be run the game offline from the internet - important to verify dlcs for use: produces a steam dialog box for running steam offline.
 
Old Ent.

Watched your video and read thru the Irony pdf twice on Irony. Hope these are not dumb questions:

1. If the mods run fine now as and are merged in proper load order, is running the conflict solver needed - especially if some are meant to patch others by load order?

2. Will merged single mod choke on mods that have an orange compatibility warning triangle in the pdx launcher, but run fine now (usually a minor version difference)?

3. If the Custom mod directory option is used, does the merged mod(s) stand alone and apart from the regular mod folder: Launching the game with Irony Mod Manager doesn't affect Running the game with Pdx launcher and vice-versa?
Might want to run pdx launcher and mods I run now conventionally, but also run the same mod set merged through Irony launcher.

4. Understand that the merged single mod created by Irony insulates the mods it contains from Steam Workshop messing with its contents, per Ryika. Does using the custom mod directory option further enhance that?

5. Is deletion and recreation of descriptors needed or recommended on launching game everytime?

6. Steam related, can IronyMod be run the game offline from the internet - important to verify dlcs for use: produces a steam dialog box for running steam offline.
1. If you are happy with the way mods work now you don't have to run conflict solver, but if you did and made no changes make sure to disable it as it will overwrite any mod updates.

2. Version warnings are just visual indicators and say nothing about the code, and do not stop mods from being loaded. That said, Basic merge will make a descriptor indicating your currently installed Stellaris version.

3. Custom mod directory will be used to output merger, I do it myself to save primary disk space. Paradox Launcher has no issue with it last time I checked as it is only concerned about paths in descriptors.

4. Indeed, merger is a new, completely separate mod. Custom mod directory technically has no bearing on this.

5. Not really, unless you run into issues like mods not loading.

6. Irony can be ran offline, it simply gives parameters for Steam to launch and Steam processes it from here, including DLC ownership.
 
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1. If you are happy with the way mods work now you don't have to run conflict solver, but if you did and made no changes make sure to disable it as it will overwrite any mod updates.

2. Version warnings are just visual indicators and say nothing about the code, and do not stop mods from being loaded. That said, Basic merge will make a descriptor indicating your currently installed Stellaris version.

3. Custom mod directory will be used to output merger, I do it myself to save primary disk space. Paradox Launcher has no issue with it last time I checked as it is only concerned about paths in descriptors.

4. Indeed, merger is a new, completely separate mod. Custom mod directory technically has no bearing on this.

5. Not really, unless you run into issues like mods not loading.

6. Irony can be ran offline, it simply gives parameters for Steam to launch and Steam processes it from here, including DLC ownership.
OldEnt. Thanks very much for answering my questions so clearly. Big help.
 
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To OldEnt and all involved with IMM: thanks for single-handedly saving my Stellaris experience.

Finally installed and merged using the indiv mod zip approach. Seems to load and run my save games fine. Even can make a playset, manipulate from pdx launcher ok. Realized side plus of zip files - ability to manipulate load order.

Again many thanks.