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Also Transport Fever 2 will have the multi-platform mod support so if you want to wait for that instead buying the game from Steam.
I'll do some more digging... maybe I can sandbox the Steam version somehow to keep it from touching anything else.
I guess I could also just buy it and try it to see what happens, with everything backed up beforehand, and if it starts making messes that I can't fix then I could always refund the purchase.
I could also just bite the bullet and migrate TpF2 entirely to Steam and stop using the non-Steam version as my primary installation. I mean it would give me some of QoL improvements with Steam community integration for mods, screenshots, etc. But the mod management issues would get worse for me.
Haha yes I know but I suspect any TpF3 release is ~2 yrs away, and I'd like to publish these TpF2 mods nowww lol.
Edit: just realized I could also just put the Steam version on my laptop instead of my primary PC. It already has the non-Steam version on it but I only use it when travelling. I could make that my Steam-only rig if necessary, good enough for publishing mods. Also lets me test out the co-existence of the 2 versions without messing up my main gaming rig.
However the ModellEditor can only be used with one installation... (as you have to setup paths)
Oh hey thanks @eis_os that's good to know!
Do you use SteamCMD for mods on the non-Steam version? I do so my system already has a Steam folder structure including all the TpF2 mods I have from the Workshop. I then have a batch file that syncs those with my non-Steam game location (without auto-deleting any mods that Steam removes from the workshop). So this is kind of where I'm concerned stuff will get messed up, that installing the Steam version will start actively managing my existing Steam mods folder, and mess up my pipeline of Steam mods to my non-Steam version.
Edit: Also I already use Subscribe in the Workshop to keep track of my mods list, even though it does nothing with my non-Steam version. If I add the Steam version, I'd expect it to suddenly start using that Subscribe list.
If I really need to test something via GOG version, I simple tell my CommonAPI2 it should use the steam workshop folder.
So yes I can safely use the Steam installation as a mod publisher without messing with my existing non-Steam setup.
Thanks everyone!