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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Officer
![]() Join Date: Apr 2005
Location: Lytham UK
Posts: 244
Downloads: 169
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Looking back through the Steam Workshop catalogue there are tons of Mods that bring stuff to the game that I would dearly love to try out, however they havent been updated to the latest version of the game.
Here's one good example > https://steamcommunity.com/sharedfil...tic+navigation Given the fast pace of updates to the game (atm it seems a weekly schedule for a new version) I can sympathise with the creators of Mods. You work hard bringing a mod to fruition only for it to become at the very least listed as outdated, at worst not working at all. I feel this is holding UBoat back and certainly must discourage or prevent the creation of Supermods that transform the game from an interesting subsim to the worthy successor to SH3 with GWX. Is there any hope of mods lasting more than a week in the future or are we doomed to relentless micro updates that mean Modders are contiously chasing their tails? The UBoat Mod Section of these forums seems to be silent running with little or no interest. I get most of the stuff happens on Steam but are there any large projects happeing beneath the surface to make the game more hardcore? |
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#2 |
Ace of the Deep
![]() Join Date: Feb 2006
Posts: 1,163
Downloads: 38
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![]() So what is the solution? Should development stop so modders can have their mods last longer? I get the complaint, but are you offering a solution? What do you think should happen? Real Navigation must not work, but all the mods I use get flagged as obsolete but still function in the release version. This issue is on the modder, not the UBOAT devs, no? Or do you think they should slow down improving the game? Not sure what your angle is.
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#3 | |
Officer
![]() Join Date: Apr 2005
Location: Lytham UK
Posts: 244
Downloads: 169
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![]() Quote:
But I guess my bigger 'angle' is whether development of UBoat by the devs has to slow down or stop for us to see larger mega-mods come into being. I honestly dont know, but wondered if anyone out there (or on here) who is considering embarking on such a thing had an opinion. |
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#4 |
Ace of the Deep
![]() Join Date: Feb 2006
Posts: 1,163
Downloads: 38
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I think it is certain that the update frequency will slow.
I like mods, but I wouldn't want the base game to not be the best it can be to accommodate mods, which would just be made obsolete later anyway. Slowing down the rate just delays the problem, but doesn't fix it. And could, in fact, make it that much more likely that a particular modder does not update his work since it took that much longer to have the base version to work with. Like I said, I get where you are coming from, but I think the only acceptable solution is that the modders keep up to date as the game evolves. Otherwise the tail is wagging the dog.
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#5 |
Sparky
![]() Join Date: Nov 2013
Posts: 153
Downloads: 86
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I' m about to buy the game and I want to ask something: can I install mods on a non-steam version(e.g. from GOG) of the game?
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#6 |
Ace of the Deep
![]() Join Date: Feb 2006
Posts: 1,163
Downloads: 38
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I would think the answer is yes, but if you go with Steam you can use the workshop and all you need do is subscribe to the mod which gets auto-installed.
For GoG, this looks to be what needs to be done. Check these threads (get the Steam version to make it simple is my advice) https://www.gog.com/forum/uboat/ver_...n_i_find_files https://www.gog.com/forum/rimworld/g...tly_from_steam
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#7 | |
Seaman
![]() Join Date: Nov 2017
Posts: 31
Downloads: 15
Uploads: 0
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![]() Quote:
Only the major versions could get a mod really "not updated", not the small or normal updates. The next major version probably will come with the DLC in around 4-5 months or so. In the mods box of the startup app, mods may appear with the "outdated" label; this is usually irrelevant, and they work perfectly. You should check the mod's page on Steam to see if it actually works or not (and if it is save compatible or a new career is needed). I have about 25 mods that work perfectly, and most of them have the outdated label. (But they are not outdated for the current major version.) |
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#8 |
Seaman
![]() Join Date: Nov 2017
Posts: 31
Downloads: 15
Uploads: 0
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#9 |
Sparky
![]() Join Date: Nov 2013
Posts: 153
Downloads: 86
Uploads: 0
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Probably, mod installation would be done manually or through JSGME.Thanks for the reply, Threadfin and hombre al agua.
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#10 | |
Swabbie
![]() Join Date: Oct 2012
Location: underwater
Posts: 5
Downloads: 65
Uploads: 0
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#11 |
Gefallen Engel U-666
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Pionier!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#12 |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
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The mod installation is straight-forward with the game launcher, and if you have problems pointing to the right mod directories, then don't use the Steam Workshop directly but use the SteamCMD app to download Workshop items or mods. Works well for me owning the game on GOG.
But currently I see no sense in installing mods except those which I foresee to work for a long time to come, like Flag mods that tell me the exact nationality of a flag. I have currently no other mod installed, especially no crew management mods that can screw-up your entire game like currently discussed in the Steam forums...People use mods but don't know how the game works...How stupid... Greetings, ![]() |
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