I don’t know about you, but considering the ease of use, the extra exposure (did you know Naval War had mod support?), and the prominence of Steam itself, it’s hard to see the Workshop as anything less than a boon to gamers in general. It’s possible that it may fragment things a little, but it’s far more likely that this will introduce a wave of new people to the joy of modding – which, in turn, may mean increased demand for mod support in our PC games. There’s no reason we can’t get our gameplay modifiers from Steam and then head over to another site for the content that the devs and publishers can’t easily, or legally, support.Īnd it’s hard to argue that the Steam Workshop will have any sort of negative effect on the modding community. Other information Link API Link System requirements Link Windows macOS (OS X) Requires a resolution of at least 1024圆00. In General tab click on Set launch options. Thankfully, as gamers, we’re not beholden to one platform or another. In your Steam library right click on Dungeons of Dredmor and select Properties. Add a new folder and name it 'mods' if theres not already one there. Regardless: despite everything the Steam Workshop does right (which is pretty much everything on the technical end of the platform) it has some inherent disadvantages. Find the folder for dungeons of dredmor and open it. Long ago, the Dark Lord Dredmor was bound in the darkest dungeons beneath the earth by great and mighty heroes. Mods with this kind of content will be banned, so please don’t bother uploading them.” (On the plus side, this moderation does mean that publishers might feel a bit more comfortable opening themselves up to mods.)Īlthough in light of the above image, I’m starting to think that maybe I’ll just stick with Steam Workshop anyway. This folder didn't exist when I looked, but I created it and attempted to insert a (properly packaged) archive with local mods. To quote the Skyrim Creation Kit wiki’s page on the Steam Workshop: “We won’t host offensive, copyrighted or trademarked material on the Skyrim Workshop. According to this old post by Gaslamp, local mods should be in the users/documents/gaslamp games/dungeons of dredmor/mods folder. The other big problem is that Steam is a moderated service, which means that the mods you’ll see will never, ever be all of the mods that exist. A shame, particularly considering how much success SimCity 4 had with mods. A collection of mods that add a bit more variety and depth to the game. Even aside from the Steam aspect, many major publishers have traditionally been a little wary of heavily associating themselves with mods because of potential legal issues, so it’s possible that the Workshop will largely be populated with a plethora of independent games. It’s true that all three of those are EA products, but it’s a dangerous sign that some of the titles most likely to get a boost from user-generated content are highly unlikely to use this new, user-friendly service.
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