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I dont wanna a ♥♥♥♥♥ mod that ask me to open creative to play.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3352319227
It baffles me the Devs went down this road ......If you want a small base in "single player" nope you gotta build a massive sweatlord online PvP base
TBH i dont consider any workshop mods anymore they are mostly all out of date and anything I have tried was broken
Even the ones that are so highly regarded here are just plain broken ......I dont get it at all
Can they not be taken down by the creators when they abandon em or something ?
Sure, the workshop doesn't have any "curators" constantly checking how well each mod is working after every game update, so that means if an update breaks a mod whose author has long since quit, then the mod will still remain available even if it's no longer perfectly functional.
But that does NOT in any way mean that there are no working mods, quite the opposite, there's more of them than ever. Some of them don't need updates at all and will carry on working, while others are constantly being made.
And sure, authors have the ability to take down mods, but generally that's not the problem. It's simply that they lose interest in the game WHILE their mod is still working with the current version of the game, so removing a functional mod doesn't make a whole lot of sense and would just needlessly upset some people, so they just leave it there and eventually forget about it if they stop making mods for the game. They won't be interested in spending time checking whether their mods work with the new update of a game they no longer play so that they would remove it.. you get the idea..
TLDR: there's plenty of mods that work perfectly fine even now, just don't use the broken ones.
I hear what your saying but there is no real way to tell whats "working" cause its flooded with "broken" stuff.
This does not change the fact that everything I have tried using so far had issues
The game is getting older and as far as I am concerned someone needs to purge that workshop so its easier to find the "working" stuff
Also I did not claim there was "no working mods" I said anything I tried is broken so far so quit cherry picking words to fit your comment
I also use others from 2022, and they work well.
Its commom when the mod touch a thing that is not changed in the game, so it will not broken, and as Conan is a game from 2016, i think the Engine now is already "consistent" i doubt a update will broke mods at this point.
Also, i love your mods ty.
That is true, there's no real way to tell them if you are not in the habit of using them - once you develop a bit of a sense for how they end up broken in the first place, you can sort of speculate.
But here, I'll try to help you narrow them down :)
- Typically if a mod has comments enabled, then you will see a ton of comments about the mod being broken in case it causes problems and it hasn't been updated recently. While one comment in isolation doesn't really mean anything as it can be often user-error or conflicts, but if you see several recent comments saying that the mod needs an update because it's broken, then that's a pretty solid indicator to avoid that one.
- On the right side you can see 2 dates, when the mod was first posted and then it was last updated.
This one can be a bit tricky, because not all mods need updates (for example none of mine usually need them).
The most common reason for this is because while it's very easy to mod Conan by simply opening up the relevant files in the devkit and changing things - this requires saving those files, so if Funcom later makes changes to the same files as part of an update, the mods would still contain the modified, old, outdated versions of these and the game would most likely crash or have issues as it would try to utilize the non-existent new features - so the author of those mods would need to delete their modified copy and remake their changes to the latest version.
There are however more advanced modding techniques that can accomplish similar result in a non-intrusive way by making programatic changes at runtime as opposed to directly saving hardcopies of files, though these can't be applied in every case and some mods would need to still directly alter files.
Generally speaking this means that less intrusive and well made mods would have a way lower chance of breaking during a game update, but if you're unsure or don't know the author then you could use that "last updated" date to speculate the chance of the mod being broken comparing it to bigger game updates (for example I wouldn't use many mods that are from before 3.0 Age of Sorcery which was 2022 September)
- Lastly, while this isn't really a surefire way either and I wouldn't advise blindly copying others (that's how you end up with problematic mods where you don't even know what they do), but if you see server ads in discords or collections here on steam, you'd get an idea of which mods are used frequently and can mostly assume that those would be operational if so many servers use them.
Again, this is not concrete science, but you'll develop a sense for it after a while - ofc the best way is to just try them, make sure you backup your game save before as some mods aren't as easy to clean up as others, so it's good practice to just restore your game save if you decide not to use a mod you tested.
Hopefully that gives you a bit of an idea :D Also... all of my mods are working and that's already like 30+ so you can just click the little wrench next to my name to see them. They're mainly quality of life / tiny features but I try to keep them focused on one thing and they're all well made and rarely ever need updates.