![]() I for one really appreciate the ones who dedicate themselves to providing quality over quantity and not requiring you to jump through hoops to use there mods. There are some great mods on Steam and some great modders who take the time and make the effort to keep their mods up to date and then there aren't and you soon find out who they are. I look at ATS and ETS2 as nothing more than beta's pure and simple, there are going to be thousands of changes over the next few years. Compatibility lines in a manifest are easy to edit until the author updates the mod and besides SCS clearly state their changes and intentions before a new version of the game comes out. Do you know how many mods are out of date on Steam?, hundreds if not thousands for both games, most of which have been abandoned by the authors. ![]() Personally I prefer Steam's workshop for all of my mods, trucks, trailers, whatever, but the main issue I have are people who upload mods via steam that should realize the responsibility lies with the up-loader to make sure the mods are up to date to the latest version of the game and that is a long term investment in time and commitment, but most don't and the down-loader's job to read the readme or the date the mod was last updated, which a lot don't, but true. but once you subscribed to a mod, it's already downloaded in your PC even if not active in any of your profiles, so no difference here. Steam mod as well as non-Steam have impact to the game only if there are activated and the loading order is sometimes essential. ![]() if you have Steam mods is also essential to check at every new game version if these mods are updated or if there are affected by the latest game changes because Steam cannot check it for you as some believe.Īlso if you plan to use mods I suggest to learn about how mods work to avoid conflicts that are inevitable in direct proportion with the number of mods used. In my experience Steam mods are ideal for small mods that change little in the game, while for large mods like trucks you have a much better management with non Steam mods. correct at upload mods are validated, however if a mod is already on Steam and don't have a compatibility line in the manifest, in a newer game version it appears as valid which is very likely to be false and crash the game and the user is blind here.Īmong other advantages of non-Steam mods: you can repack the mod with higher compression to gain space and this works for any file except for Sounds (Steam mods are not always using this advantage). with the correct addblockers it should be safe (Sharemods), also some users upload their mods on Google Driveĥ. this has its downgrade because a large mod (like a 500 Mb truck) with versions for 1-2 game versions will double/triple its size on your driveĤ. the problem here is that an update of a Steam mod can ruin another mod (for example if the author of a truck mod decide to replace/remove a chassis for a truck, it will ruin your physics mod)ģ. correct, but only if the author is maintaining the mods compatible with new game version. this is true, updating is easier and silent for user, nevertheless too many large workshop mods can fill in your drive, which can be problematic if you have mods on a SSD since you don't know what is downloaded.Ģ. I see that SiSL gave already the positive aspects of the Steam workshop mods, now the dark side of these for the first 5 pointsġ.
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