![]() I feel that I’m not alone, even if nobody else is saying it. In essence, I feel like because there are one or two elements of the game I personally would like to tweak to improve my own enjoyment of it, and am even considering creating mods myself to add to the game’s community… I am being punished, by the game (functionally speaking) taking away a DLC I paid money for, and by forcing me into doing annoying tasks for something that should either A: be completely seamlessly integrated into a self-proclaimed moddable game in the first place, or B: have a simple setup in the game’s UI to import characters back and forth, running checks to make sure nothing “illegal” or “game breaking” for the Main Quest and/or Crucible, exists on a modded character. It’s too irritating to bother with.Įven worse, with Crucible out, there is, so far as I’ve discovered (I admittedly haven’t looked very hard because I’m already quite discouraged about modding in Grim Dawn at this point), no way at all to play “Custom Game” characters in the Crucible, which kind of defeats the entire purpose of the DLC. Yes, I realize it’s possible, through one of two very irritating and convoluted means, to disable cloud saves and copy my saves to the mod’s folder, either doing so every single time I close the game, or by setting up third-party software (or using command line commands that are beyond the scope of what a typical user is prepared to do) to set up links… I don’t care. It’s difficult, bordering on impossible, to import “Main Quest” characters into the custom game, meaning all my effort and work building my characters is wasted if I want to play them in a modded setup. It segregates modders off into their own little corner labeled “Custom Game”. Well, the core of the problem is that the game treats mods like other games treat cheating. ![]() Tools do not equate to real, functional moddability, and the truth I’ve run into quite quickly as a new player interested in modding the game (which is backed up by the relative lack of actual mods (compare to Skyrim or Kerbal Space Program, or even The Witcher 3) people have produced), is that functionally, this game is not mod-friendly at all. I've never seen mod theft in that community.First off, let me say that this is a great game, and one that provides more tools to modders than almost any other game I can think of! If you want a good example of how this sort of system works well, I encourage you to look at the Kerbal Space Program modding forum as an example. ![]() A designated sub-forum would be ideal for this, as the end users of the mods can discuss the quality and report bugs right below the listing of the mod. ![]() Giants needs to sanction/endorse a specific place to post the untested mods. ![]() Giants would not have the manpower to test all the mods, if every mod were submitted to the Modhub. Have you considered creating a new sub-forum in the "modding" forum, designated as a place for mod authors to advertise their mods? If Giants would encourage this and lay down some rules regarding how mods may be listed (each mod gets a single thread, the title of the thread must be formatted in a particular way to easily identify what the mod contains, mod listings go only in the mod listing sub-forum, etc.), users would not have to wade through endless sketchy websites to attempt to find the original author's hosting site. How is Giants going to address the absolute mess that the Farming Simulator modding community is outside of the Giants Modhub? (No centralized website to find mod listings, rampant mod theft, paid mods in violation of copyright laws, etc.) ![]()
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