Steam Workshop Mod Installation Change

We are making a change to our current Steam Workshop mod installation methodology as it  seems to cause a lot of confusion.  The thought was to encourage people to change and verify their commandline after they installed mods.  However, it seems that most people prefer a simpler ‘plug and play’ method and not have to check their commandline.  This change does not eliminate the need to verify the commandline, as we cannot script for mod dependencies and such.

Currently: When you add a mod to your server using the Steam Workshop option, in the Game Control Panel, the script adds the mod name to the BEGINNING of the commandline.

Example:
-mod=@CF;@Community-Online-Tools;@Unlimited-Stamina
If you add the @Trader mod, the line becomes:
-mod=@Trader;@CF;@Community-Online-Tools;@Unlimited-Stamina

Change: Our change will place the NEW mod at the END of the commandline.

Example:
-mod=@CF;@Community-Online-Tools;@Unlimited-Stamina
If you add the @Trader mod, the line becomes:
-mod=@CF;@Community-Online-Tools;@Unlimited-Stamina;@Trader


Things to Note:

  • Some mods are bundled together, depending on how they are listed in Steam.  They may install other mods.  For example @VPPAdminTools; this requires @CF.  If @CF is not installed, it will install it for you.  It will be installed as: “@CF;@VPPAdminTools”.
  • You still need to verify that your mods are installed in the correct order (based on the mod documentation) to take care of any dependency issues.