Will steam works be one click install, and how will they ins

Post » Mon May 21, 2012 4:37 pm

So how are you are supposed to put simple mods from the steam workshop under control of Bash? Because installs controlled by two different mod managers at once is a broken install waiting to happen.
See my post http://www.gamesas.com/topic/1342563-will-steam-works-be-one-click-install-and-how-will-they-insure-compatibility/page__view__findpost__p__20238754 :).
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Nick Jase Mason
 
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Post » Mon May 21, 2012 1:28 pm

The "download" buttons for more advanced mods are SkyrimNexus, SkyrimForge, TES Alliance and the like.

This is speculation built on top of more speculation, but I'm mostly thinking of the possible official high res texture pack, if it's only available through steam, your suggested advanced buttons aren't going to help.

You guess wrong. You could have a landscape altering mod that only used vanilla assets and therefore consisted only of an esm or and esp. Have two that alter the same cells, as happened frequently with Oblivion where, for example, you got a house mod and a Unique Landscapes mod in the same area and whoops! Land tears and all sorts of nasties. That's why Nexus has a series of compatibility patches for the UL mods up there.

I hope the Wrye Bash and BOSS teams are still going to make versions that do not require you to use Steam Workshop if you don't plan to.

In that case, unless Bethesda has created some entirely new way of installing mods, you're still going to have those .esps and .esms in your /data directory, so you'd still be able to manage them via WB or NMM, just the same as you would if they were downloaded from the Nexus or elsewhere.


We even added a few features to help out — for instance, custom INI files can now be packaged into mods so you don’t need to backup your INI files anymore.

I forgot about that statement, it sort of makes it sound like maybe Bethesda has created some new system for packaging and installing mods, so maybe there's nothing to worry about. It'll be interesting to see how it all works.
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He got the
 
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Post » Mon May 21, 2012 7:01 pm

This is speculation built on top of more speculation, but I'm mostly thinking of the possible official high res texture pack, if it's only available through steam, your suggested advanced buttons aren't going to help.
Ok, I think perhaps you misunderstood me. I simply meant that mods that require code injection or large-scale file replacement wouldn't be compatible with the simple archive/esp system that it appears Steamworks will use. So all mods like that will have to be put on other download sites. Yes, that's speculation, and perhaps I should have hedged it round with 'I thinks' and 'it looks to me like', but life's short :shrug: :D. As for official DLC, like HD texture packs or new areas/factions/whatever, then the same situation will apply as before. You get it by whatever means as a combination of new executable, new .esm and new archives, and mods will either be compatible with it or not. Ok, not all official DLC will need a new executable, but many will.

It's been clear all along that Steam Workshop will be for mods. Bethesda may use this method for distributing official DLC, but I doubt it.

I forgot about that statement, it sort of makes it sound like maybe Bethesda has created some new system for packaging and installing mods, so maybe there's nothing to worry about. It'll be interesting to see how it all works.
Well... tweaked at least :). I don't think they've re-done much, and it'll still be the basic combination of assets and .esp - just one of those assets will be an ini file, in addition to the meshes, sounds, textures etc.
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*Chloe*
 
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Post » Mon May 21, 2012 8:44 pm

So, say mods will be released in their own .bsa and .esp (which I think might be the case), then I wonder in the case of conflicting things (eg textures) how Skyrim chooses one.
In the case of an unpacked mod it are those files (with archiveinvalidated) the take precedence. If there are multiple mods, it's the last installed mod (because of overwritten files).

Just very curious how it will play out.

Generally TES games have continued to prioritize loose files over ESP and BSA. I would, however, agree with the assessment of the others in that archives will probably be BSA's. I don't know exactly what Steamworks will do as far as loading priority. (If the last BSA being installed would be last to load or if it's just random). Either way, unpacking a BSA will probably do the trick, although you would have to keep up with any updates that are downloaded as they wouldn't auto-unpack. In addition, if you unsubscribe from a mod (uninstall), it wouldn't remove any files you manually unpacked so you would have to not only delete those files manually but also unsubscribe as well.

I would doubt that Steamworks will create directories. Furthermore, I doubt that zipped/loose files will be used. ESP and BSA are more likely to be the only thing supported in Steamworks.
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Isaiah Burdeau
 
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Post » Mon May 21, 2012 9:53 pm

I'd be surprised if Bethesda haven't been in contact with both the Wrye and BOSS people on getting at least some of their stuff integrated in to the Steam Workshop/launcher stuff. More than surprised, I'd be disappointed. Especially considering I know at least one of them is in the beta.
Well, I'd not be surprised. The default data files manager still CAN'T EVEN SET LOAD ORDER of its own accord, and that's one of the most BASIC functions needed for multiple mods.
On another note, BSAs can conflict without overwriting. Expect a LOT of troublecalls over people installing two mods that overlap and the BSAs have identical mesh/texture designations and confuse the hell out of their game. Watch for "Game is broken" or "Mod is broken" reports to sky rocket from people either too stupid or too impatient to figure it out.
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jason worrell
 
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Post » Mon May 21, 2012 11:51 am

doesnt bothe me anyway i doubt ill be using steam for mods much
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Ilona Neumann
 
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Post » Mon May 21, 2012 11:47 pm

perhaps boss can be uploaded as well and used to sort mods? especially since it is updated frequently?

it can be dded to the ui where you laod games and such, first hit sort, then play?
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Sammygirl
 
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Post » Mon May 21, 2012 10:59 am

From what I could tell from the CK trailer, mods via Steamworks will be downloaded as an .esp and (optionally) an archive (probably .bsa) of assets. So once we have all our mods we'll be able to mash, bash and prioritise them using the tools developed by modders (many thanks to them :biggrin:).

One point to bear in mind - almost certainly no .dll's or other executable code will be permitted in mods via Steamworks, so any mod that uses SKSE plugins (or, probably, ScriptDragon plugins) will have to be downloaded from elsewhere.

Mods using SKSE does not require, any other dll than SKSE who should not be bundled but linked anyway.
However as the mod has dependencies might not be an good idea to add as the workshop will get many new players who know little of mods.
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Sarah Bishop
 
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Post » Mon May 21, 2012 8:37 pm

I do like the idea of Steam Workshop being as simple as possible, it's going to be introducing a lot of new people to mods, which is a good thing. More mod users means Bethesda will have more incentive to keep releasing developer kits for their games (plus having a bigger audience is nice.)

I guess .esp and .esm mods shouldn't cause any issues, load order managers will still work fine. Automatic installation of mods with loose files though would cause some serious headaches for NMM/WB's attempts at keeping track of overlapping files. If the CK wraps everything up in .bsa's though it could be OK, but I'm not familiar enough with .bsa's to know how overlapping .bsa archives would behave. It just worries me that they don't seem to be including a "download" button for more advanced users, it seems like it would be a no-brainer. I'm sure they're familiar enough with the modding process to know it would be useful (almost indispensable for anyone trying to use other sites along with the Workshop.)

As the mod will consist of just an esp and an bsa file so it's no problem moving them out or ripping them apart like if you just one weapon from an large mod.
You could also just subscribe, copy esp+bsa out then unsubscribe/ remove and copy the files back to avoid updates, also nice if you have modified an mod.
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Emma Parkinson
 
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Post » Mon May 21, 2012 1:14 pm

I don't think Steam Workshop will do much about load order. Skyrim's vanilla "Data Files" option does not allow any sort of load order whatsoever

Or at least, that my impression?
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Wayland Neace
 
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Post » Tue May 22, 2012 2:00 am

This was Steam's idea, guaranteed. They've got to find more ways to box people into their system, dontcha know?
Actually it was Joel Burgess's idea. Nothing to do with Valve or Steam.
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Jaki Birch
 
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Post » Tue May 22, 2012 12:34 am

Actually it was Joel Burgess's idea. Nothing to do with Valve or Steam.
This. This needs to be echoed many times. It was unrelated to valve.
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Soku Nyorah
 
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Post » Tue May 22, 2012 2:19 am

Unrelated only insofar as Joel approached them about it and not the other way around. The Workshop itself already existed prior to Skyrim though. TF2 has had it up since October.
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Lori Joe
 
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Post » Tue May 22, 2012 1:04 am

Actually it was Joel Burgess's idea. Nothing to do with Valve or Steam.

Who is Joel Burgess and what does he have to do with whether there is an "advanced" download button or not?
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Lindsay Dunn
 
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Post » Mon May 21, 2012 7:03 pm

Who is Joel Burgess and what does he have to do with whether there is an "advanced" download button or not?
Joel Burgess is the senior (level) designer for Skyrim, and he came up with the idea to use Steam Workshop.
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Francesca
 
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Post » Mon May 21, 2012 10:22 pm

Joel Burgess is the senior (level) designer for Skyrim, and he came up with the idea to use Steam Workshop.

Okay, but that doesn't have anything to do with whether there is an "advanced" download button on Steam Workshop or not. That's all Steam's idea (to not include an "advanced" download button).
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Chloe Botham
 
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Post » Mon May 21, 2012 10:48 pm

If you have a house mod installed and Steam automatically installs a updated version, the ESP will be overwritten with the new ESP and the player will loose ALL items that they had stored in that house. Vanished completely.

I can see this becoming a major problem for newbies, when all their treasures and weapons suddenly vanish.
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John Moore
 
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Post » Tue May 22, 2012 3:24 am

Okay, but that doesn't have anything to do with whether there is an "advanced" download button on Steam Workshop or not. That's all Steam's idea (to not include an "advanced" download button).
Nobody knows who's idea it is and why Bethesda chose for the subscription-format.
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Verity Hurding
 
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Post » Mon May 21, 2012 1:11 pm

If you have a house mod installed and Steam automatically installs a updated version, the ESP will be overwritten with the new ESP and the player will loose ALL items that they had stored in that house. Vanished completely.

I can see this becoming a major problem for newbies, when all their treasures and weapons suddenly vanish.
Why would this be the case? It wasn't with Oblivion when folks downloaded updates to mods.
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Mistress trades Melissa
 
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Post » Tue May 22, 2012 2:22 am

Only if FormIDs changed on all the parts that contained the players gear. As far as I understand.

I'm sure they will have a feature to turn on/off auto update. That would be easy to implement and crazy not to.
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Dona BlackHeart
 
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Post » Mon May 21, 2012 5:26 pm

Changing formIDs could only happen through a deliberate choice made my the author. It's not something that happens as a happy accident.
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Crystal Clear
 
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Post » Mon May 21, 2012 10:30 pm


Mods using SKSE does not require, any other dll than SKSE who should not be bundled but linked anyway.
However as the mod has dependencies might not be an good idea to add as the workshop will get many new players who know little of mods.
Ah, I specifically said "SKSE plugins", which are .dll's. Certainly mods that just use SKSE's enhanced scripting features would be compatible with an archive/.esp format in Steam Workshop. But you're probably right, it might confuse people... or not. I mean, most of us manage to cope with a mod who's description says "requires SKSE, available from..." :)
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Danger Mouse
 
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Post » Mon May 21, 2012 11:09 pm

Why would this be the case? It wasn't with Oblivion when folks downloaded updates to mods.

It was the case with all my house mods and town mods. I lost stuff myself when I didn't take out my belongings. Slight change to the ESP name with a new version number and it installs like a whole new mod. Most modders change the ESP name to show a different version number 1.1 or whatever.

Maybe it doesn't happen with not changing the name, although that has not been the case for me. New ESP overwrites and all containers are empty and everything is set back to how it was before the player entered the town or house.
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Breanna Van Dijk
 
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Post » Tue May 22, 2012 3:10 am

Keeping the same ESP name should prevent most of these issues.
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Amy Gibson
 
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Post » Mon May 21, 2012 11:29 am

especially if their big surprise is a high res texture pack (that everybody will obviously want) available only through Steam.
What, just like how Skyrim is available only through Steam/Steamworks? It'd be a problem if Skyrim wasn't a Steam-only deal, but as it is it's kinda, y'know, just putting everything in the same place.
Okay, but that doesn't have anything to do with whether there is an "advanced" download button on Steam Workshop or not. That's all Steam's idea (to not include an "advanced" download button).
But saying that's an example of why Steam's trying to "box people in" is wrong. Boxing people in would mean hiding the mod directory in an obscure location and making it compulsory to use the Workshop to download mods. This is just an example of not trying to confuse people - y'know, the ones who probably don't care about manually updating mods.
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pinar
 
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