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https://forums.taleworlds.com/index.php?threads/steam-workshop-support-beta-gamechanger.307509/page-14#post-9890542
work backwards 1-2 pages to see how to do it.
But this does not change the issue of whether Steam Workshop will allow a third party tool to be ran that neither Steam nor Taleworlds controls, which is WSE2 itself. WSE2 is updated externally, not by Steam Workshop, and this makes it potentially a security risk. Instead of fighting over "how safe is safe enough?", Warsword Conquest opted to stay out of Steam Workshop, while I made WSE2 support completely optional, by detecting whether WSE2 is running and if so adding more features at runtime that exploit WSE2. Otherwise normal Warband runs and it still works. But Warsword Conquest has a heavy dependence on WSE2.
Maybe you have in mind some other Warhammer inspired mod. It depends how they plan to use the tools available. In WSE2's favor are a great many extensions to scripting that allow previously unavailable access to the engine, doing new tricks and giving new potential things a mod can do. I know that many mods are planning to use WSE2 extensions in the near future and it represents the bleeding edge of Warband modding - strange since plenty of pundits announced Warband is dead. Bannerlord is not the panacea that people want it to be - for some things, a Warband mod is faster to write, easier to deploy, and needs less effort to recycle community art and code than Bannerlord. Bannerlord could technically outdo Warband - someday. But so far it is behind in the race for modding.
Not sure if that answered your question.