Hopefully this inspires more developers to either build-in their own mod browsers ( e.g. Factorio ), or for communities to build their own open source mod platforms ( e.g. KSP's CKAN ).
Both of those are preferable to the relative hell that is dealing with nexus mods.
It's used because it has the most existing content, not because it does anything especially well (download speed limits are irritating and to me make no sense).
Bandwidth contracts can be defined as fixed-cost billing for 95th +/- percentile of usage per period with charges of peak bursts exceed x% of period, without charging for bytes transferred at all; before S3, this was typical, and it’s still available from providers today. Under that model, free user rate limits ensure that their peak possible bandwidth bill from concurrent unpaid users fits within their (cheap and fixed) contractual limits, while paid users pay for a different endpoint whose bandwidth contract is usage-billed and/or has a higher 95th percentile rate and/or has a higher peak burst cap so that rate limits aren’t necessary. This hybrid approach lets them provide both {cheap, reliable, slow} free service, and {costly, reliable, fast} paid service at a much lower total cost than if they went with one or the other approach exclusively. (Elsethread, a suggestion that they switch to torrents would provide {cheap, unreliable, fast} service, completing the “pick two” trifecta.)
I'll never understand why Steam Workshop didn't take off as the de facto mod delivery platform over NexusMods or other random sites. It seemed perfectly positioned to do so.
Because Steam Workshop is only for games on Steam's shop, distributed by valve. That locks out huge chunks of your audience. If anything its good thats not taken off otherwise we'd have EpicMods, GogMods, etc and even more fragmentation.
Sure it makes it easy for people who own the game on Steam, but what about everyone else?
Also, as popular as Steam is, their workshop section is pretty awful. The search seems to have been cobbled together and has awful matching, the discoverability of mods is dire, and they're still using the same antiquated poor UX for discussions as they were over a decade ago.
The only game that I know that uses steam workshop for mods is Rimworld.
It works okay, but it's a little clunky. Discoverability is weird. It's concept of "recently trending" etc produces some dubious recommendations.
Actually installing mods is kind of okay, but it doesn't handle pre-requisites very well. It'll tell you that you're missing pre-reqs, but it doesn't offer to install them.
It's a positive feedback issue, where because games don't tend to use workshop, it doesn't get much love from valve, and therefore games avoid it.
I don't know how much workshop allows developers to do curation either, so perhaps games would rather partner with a platform they can better influence mod curation.
It's definitely preferable as a user compared to the worst-of-all-worlds that is Stardew Valley modding. There you have a combination of "Here, download this exe, it's fine we promise" (SMAPI), and nexus mods for the discoverability / install / updates of the mods themselves.
There was some Hungarian? developer that runs https://rimworldbase.com/. I used to use it before I switched to Steam Workshop since it usually unfortunately falls behind (or at least did when I used it several years ago). That one is better for discoverability at least. The auto-update package management functionality of Steam Workshop is its killer feature. I can click a single button and get the latest updated versions of all my mods.
I'm usually opposed to Steam on principle, opting instead for DRM free options for my games, but it's basically impossible to maintain any decent amount of mods without a manager like what Steam Workshop offers
Workshop has taken off a bit here and there, but it's worth remembering that basically when Steam Workshop was primed to take off was when Skyrim modding was becoming mainstream. I don't know the specifics of it, but I think the Steam Workshop had some "paid mods" and that rubbed everyone the wrong way during a time when modding was not monetized.
There is a bigger question that is unsolved, both ethically and legally. If someone makes a Skyrim mod: (a) should the creator of the mod be allowed compensation and (b) should the game developer be entitled to garnish some amount?
I have my own opinions, but I think the community doesn't really trust that a mod put on Steam will be available tomorrow for the price and under the conditions the mod creator envisioned.
Paid mods are problematic because what happens if a game update breaks the API the mod uses? This frequently occurs in many games. Suddenly you've got an unhappy customer, and with money comes liability.
I doubt any game developer would want the burden of being liable to maintain backward compatibility for old mod APIs to support third party mods, but if they take a cut of any money then they ought to be responsible for maintaining that.
Part of the reason KSP has ironically had a modding renaissance is because the community knows that there won't be any updates which could break some of the more ambitious mods being made.
This ain't a defense of Steam Workshop - it has a lot of issues and sucks quite bad- just a remark for anyone struggling with using Workshop next to anything else.
You don't actually need a steam account or the client - with SteamCMD you can have CLI access to all the mods there, as well as download any mod (or, for example, dedicated server hosted via Steam) to a custom location.
As for what's bad with Steam Workshop:
- No built-in way to host multiple versions of a mod or to revert to an old version.
- Very unreliable reinstalls (you might think you deleted a mod, and yet there are leftovers - and at least historically they liked to remain even over fresher files).
- Somewhat arcane directory structure (that makes fixing the above harder than it should be).
> You don't actually need a steam account or the client - with SteamCMD you can have CLI access to all the mods there, as well as download any mod (or, for example, dedicated server hosted via Steam) to a custom location.
Not 100% correct, some are restricted to accounts that have licenses for the game. Same with some dedicated servers, you'll get an error ("Failed to install app "xxxxxx" (No subscription)" ) if you try downloading anonymously
1. For the most part[*], publishers on Steam use DRM, from kernel-level DRM which can crash and pwn your computer, to Valve's relatively lukewarm Steamworks., whereas GOG primarily (exclusively?) sells DRM-free games.
There are lots of ideological and practical concerns with DRM, I won't list them here other than to say game players want to be in control of their machines and their experience, not let game publishers control their machines.
2. Steam policy is that you can only run the very latest release of a game (it will update when you go online, and you can't remain offline forever). It takes away your choice to reject publishers bad updates - for example, when 2K forcibly added their marketplace/launcher malware to Bioshock games, breaking them on Linux, Steam was their henchman/goon forcing it on everyone.
It depends on the game and what the mod maker decided.
I made the mod for the Divinity: Original Sin that changes a few bytes in the game XML files to allow for 4 players in game instead of just 2, since it was mostly supported but probably removed for console porting simplicity. This is a braindead simple mod that just needs to find some XML tag inside the embedded EXE/DLL file and update it. I didn't even have to update any checksums, etc.
When I published the mod I chose to target the hashes/offsets of the Steam EXE since that was what everyone had. So, while I didn't target the workshop (as this modification could not be done with it) I did target Steam end-users.
Gabe's done a decent job keeping the capitalism at bay, but he won't be around forever. Even if you support steam and what valve is doing now, that may change in the future. Diversity is good for consumers.
The curse of Valve. No one there cares about Steam Workshop enough to improve its UX. Every mod you "subscribe" to is automatically downloaded and installed, which means each game has to provide its own way to switch mods on and off.
Nexus doesn't help you to manage your modlists, but at least it is smart enough to step back and let you manage them however you want to.
Steam as a platform is very open in many ways. Likely not intentional, just holes that never got plugged.
Most of the pirated steam clients just lie and say you're always playing a free Steam game that everyone owns and use that to backchannel all of the steam features like messaging, p2p, etc.
Last I checked they even had some rigged up system for achievements since some games interact with them in ways that are needed.
I got curious after writing my comment and decided I should research it. What I found was a couple of people on reddit saying it was possible, but getting a ton of downvotes and replies saying that they're wrong, that it's no longer possible. At the very least it looked fairly convoluted, and possibly you need to also own the game on steam to download mods for non steam (pirated or otherwise) versions of the game.
I don't have an oar in this fight - my comment about pirated games was mostly tongue in cheek - but I am glad the main mod site isn't tied to owning the game on one particular store.
Both of those are preferable to the relative hell that is dealing with nexus mods.