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Illanair

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There won't be an update in between now and 1.5 with the new features - but we're getting closer by the day. Steam Workshop isn't really an option until Paradox fixes the issues there is with it and CK2 right now. But eventually - and in multiple parts, since Steam has such a low filesize limit.
 

Hopit

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There won't be an update in between now and 1.5 with the new features - but we're getting closer by the day. Steam Workshop isn't really an option until Paradox fixes the issues there is with it and CK2 right now. But eventually - and in multiple parts, since Steam has such a low filesize limit.
I think the 2.1.3 fixed workshop, unless you have other issues related to uploading the mods
 

Korbah

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There won't be an update in between now and 1.5 with the new features - but we're getting closer by the day. Steam Workshop isn't really an option until Paradox fixes the issues there is with it and CK2 right now. But eventually - and in multiple parts, since Steam has such a low filesize limit.

I think the 2.1.3 fixed workshop, unless you have other issues related to uploading the mods

Modsize, there's a 200mb limit on the workshop and EK is over that. I'm not really in favour of splitting it up into separate components since it's not as easy as it sounds; it's not a matter of archive-splitting, it's a matter of actually dividing the mod up into several separate components which then will need activating, so instead of one checkbox you have half a dozen just for the one mod, forget one of those checkboxes and the mod won't run properly. Unless I'm wrong and dependencies don't need to be actively checked in the launcher, but that still means splitting up the mod into separate modules.
 

Illanair

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Does each mod have to include a .mod file and so on? I thought you could put pretty much whatever into a mod wherever in the file structure? Or am I thinking of a different system here...
 

tompalmer

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Modsize, there's a 200mb limit on the workshop and EK is over that. I'm not really in favour of splitting it up into separate components since it's not as easy as it sounds; it's not a matter of archive-splitting, it's a matter of actually dividing the mod up into several separate components which then will need activating, so instead of one checkbox you have half a dozen just for the one mod, forget one of those checkboxes and the mod won't run properly. Unless I'm wrong and dependencies don't need to be actively checked in the launcher, but that still means splitting up the mod into separate modules.

This, but the major problem is to make those parts load in the right order. (Or I'm a big dummy with .mod files)
 

Hopit

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This, but the major problem is to make those parts load in the right order. (Or I'm a big dummy with .mod files)
I think if you manually add them to the loadorder/thingie it works