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On XCOM EU:EW, we had to use a wrapper to inject graphical over-rides, and a fan-made launcher to splice any textures into the game. It was... fiddly. Then the Long War team came along and created an installer script which did it for you... and blew everyone's minds. XCOM 2 got greenlit and design influenced due to how sales were being driven by LW mod popularity on Nexus.
In Steam's case, a mod always contains a plug-in, which the game recognises. It's what a launcher looks for and how publisher EULA's are kept to.
However, a mod can also be files or scripting you have applied manually, such as ENB wrappers & injectors, texture replacements or modified executables. It's only in the last few years that the Workshop 'subscribe & play' has been a mainstream thing.
also, are plugins different than mods? if so where/why would I get them?
Once my mod list passed 200+ I had to start keeping a stable and an experimental list like this for my own sanity. Currently I'm on 381 plugins.
strip weapon upgrades also seems really great.
cool stuff. yours is the first modpack i've seen that i'd actually consider using without tweaks.