![]() As with all major updates, we are fully aware of the learning curve it might present, but we're committed to providing resources to ensure a smooth transition to Paradox Mods.Ī NOTE ON PERFORMANCE AND OUR COMMITMENT TO PLAYERS Yes, you read that right! We know it is a huge part of the Cities: Skylines experience and we're beyond excited to introduce a solution that makes mods available to everyone. One of the core reasons for this is its inclusivity modding capabilities will be extended to players across platforms - both PC and console - aligning with our commitment to provide as many as possible with the opportunity to modify and enjoy the game.įor console users, this means you will be able to access Asset Mods in the library. Secondly, we're introducing Paradox Mods as the new mods platform for Cities: Skylines II. ![]() More in-depth details about the editor and its roadmap ahead will be shared shortly - keep an eye out for our dev diaries. While the modding tool will have a basic framework at its inception, we are dedicated to its continuous expansion and enhancement, making it a central focus of our development efforts moving forward. While we look forward to unleashing the power of creative modification to all of you, in preparation, we are collaborating with a talented group of creators working behind the scenes - ensuring you'll have amazing mods to dive into on the launch of the mods platform. As a customer and fan of Skyrim, you're able to explore both paid and free mods, quests, and items.We know you have been waiting, and now it's time to share the latest developments regarding modding in Cities: Skylines II.įirst and foremost, our in-game editor is currently in its beta phase and will launch shortly after release. This new feature allows mod authors to choose whether to list their items for a fixed price, for pay-what-you-want, or to make their item available for free. We think this is a great opportunity to help support the incredible creative work being done by mod makers in the Steam Workshop and to encourage more top-quality work. Starting now with The Elder Scrolls V: Skyrim, the Workshop is also a great place for community content creators to earn money by selling their greatest works. The Steam Workshop has always been a great place for discovering community-made mods, maps, and items for a variety of games. Now that you've backed a dump truck of feedback onto our inboxes, we'll be chewing through that, but if you have any further thoughts let us know. We think this made us miss the mark pretty badly, even though we believe there's a useful feature somewhere here. We understand our own game's communities pretty well, but stepping into an established, years old modding community in Skyrim was probably not the right place to start iterating. We wanted more great mods becoming great products, like Dota, Counter-strike, DayZ, and Killing Floor, and we wanted that to happen organically for any mod maker who wanted to take a shot at it.īut we underestimated the differences between our previously successful revenue sharing models, and the addition of paid mods to Skyrim's workshop. We thought this would result in better mods for everyone, both free & paid. To help you understand why we thought this was a good idea, our main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to, and to encourage developers to provide better support to their mod communities. It's obvious now that this case is different. We've been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they've been received well. We've done this because it's clear we didn't understand exactly what we were doing. We talked to the team at Bethesda and they agree. ![]() For anyone who spent money on a mod, we'll be refunding you the complete amount. We're going to remove the payment feature from the Skyrim workshop. The Sketchfab preview can also be inserted into Steam Community Discussions, Announcements, and Greenlight submissions. Once your item has been posted to Sketchfab and you have a page on their site, you may enter that URL in the new field provided in the Steam Workshop when editing the screenshots and videos for your item. To include a Sketchfab preview, you’ll need to create a free account on Sketchfab’s website ( ) and upload your model there similar to how you go about posting a video to YouTube. This can be used to provide an interactive 3D presentation of your model, scene, or item that users can zoom, pan, or rotate around to get a better view of your submission. Here’s an example from johnskyrim’s Doomhammer, a Skyrim weapon mod: When preparing the Workshop page for your mod or item, you now have the option to include a 3D Sketchfab preview of your item along with your videos and screenshots.
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