PC 20.4 new mod folder location

Everything is now saved in appdata. Logs, generated worlds, saves. If anything, these changes make it WAY easier to find stuff.
Easier to find, not easier to use. Your under the impassion that people may use one type of mod and do not switch out or go to MULTIPLE servers with different mods installed. For those cases we could make a copy of our Vanilla game somewhere and have its own named instance with Mods folder in each. 

With what is being done now there is ONE Mods folder to rule them all and people will have to clean them out every single time they wish to switch to different mods. BIG difference.

 
I can see the argument for having a Mods folder within each world folder instead of a global one.  If for no other reason it would help the mod builders during testing.

It could be handled simply... if there are mods in the World/Mod folder then load only them, otherwise load only the global ones.  Of course, that requires that mods not be preloaded before a save is selected and loaded.

 
I can see the argument for having a Mods folder within each world folder instead of a global one.  If for no other reason it would help the mod builders during testing.

It could be handled simply... if there are mods in the World/Mod folder then load only them, otherwise load only the global ones.  Of course, that requires that mods not be preloaded before a save is selected and loaded.
Well first you have to create save. So if i understand good- first you have map loot etc so this would be too late ;/

 
Not the save folder, the GeneratedWorlds folder.  :p
Thing is, using Ravenhearst mod as an example, many mods have custom pois. can't have a generated world BEFORE the mod with custom pois is placed in, or those custom pois will never load/show up

 
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I do not often come by here to engage in discussion much anymore but this has brought me out of hiding. I am not 100 percent sure WHY we need this change other than maybe console compatibility but after years of being in the community and explaining over and over to players where things go I feel like this change may actually drive people AWAY from supporting and modding this game.

Bethesda tried its best to make changes to the modding community and both modders and players spoke out en masse, I would hate to see this result in the same for TFP.

My question is WHY. What does this accomplish. After adding modlet support more people than ever began creating amazing mods. The community grew from a handful of us to many. And now this seems to undo all of that. How will we support multiple mods? Multiple overhauls? How can we tell people they CAN play both Darkness Falls and Ravenhearst with a change like this without confusing everyone. What of modders? We run multiple folders of 7 days, vanilla, test copy, public copy. This just makes our passions increasingly more frustrating and difficult.

Say what you will about us beating drums over changes we didn't like in the past (action skills, gun parts etc) THIS change is actually poised to drive people away both new and old. Hopefully this entire plan be rethought because I have yet to see anyone on Discord, Twitter, here actually embrace this as a good idea.
cant there just be like a
Mods DF folder
Mods RH folder
Mods WOTW
Mods CP folder 
ETC
 and users swap em out as they go into their appdata.

I to have multiple folders to for the cp so hoping this an still be a possibility. 


 

 
cant there just be like a
Mods DF folder
Mods RH folder
Mods WOTW
Mods CP folder 
ETC
 and users swap em out as they go into their appdata.

I to have multiple folders to for the cp so hoping this an still be a possibility. 


 
There could i assume if they have thought that far ahead but then again it brings me back to the original point. Why? What is the benefit of that over what we do now? Except create extra confusion.

Now if they DO do what you said and then have a UI element in game where when we start we can CHOOSE the mod to load then I will eat my words. But I doubt that is the plan at all. Will be happy to be proven wrong.

 
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There could i assume if they have thought that far ahead but then again it brings me back to the original point. Why? What is the benefit of that over what we do now? Except create extra confusion.

Now if they DO do what you said and then have a UI element in game where when we start we can CHOOSE the mod to load then I will eat my words. But I doubt that is the plan at all. Will be happy to be proven wrong.
There will be (probably if they will have time) workshop support on steam

So this can in style as you say after... dunno 2 - 3 years?

 
Thing is, using Ravenhearst mod as an example, many mods have custom pois. can't have a generated world BEFORE the mod with custom pois is placed in, or those custom pois will never load/show up


True... there are just a whole lot of levels that the game can be modified.  I wouldn't want to have to "install" a UI mod on every world or save, for instance.  Custom POIs are used during map generation but also need to be available to a given map... so are they global or local?  I can see where people would have a different answer depending on what they are doing.  If you want to be able to generate a map with a specific set of POIs and not have that affect other worlds you've created (EDIT: or will create)...  Yeah, this can get ugly in a hurry no matter how TFP does this.

 
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Are the overhaul-mods contained to the mods folder, or will people need to maintain a modified game-folder And the new appdata folder? Doesn't sound like a great thing in any case, but if you're going to need multiple copies of the game AND still modify files for each start; well, eww. Plenty of scripting ahead for some people, I suppose.

 
There could i assume if they have thought that far ahead but then again it brings me back to the original point. Why? What is the benefit of that over what we do now? Except create extra confusion.

Now if they DO do what you said and then have a UI element in game where when we start we can CHOOSE the mod to load then I will eat my words. But I doubt that is the plan at all. Will be happy to be proven wrong.
Oh for sure like everything new it can take some time to understand.

I am wondering how servers will work considering to my knowledge servers don't have an appdata.

But yeh don't get me wrong I am not arguing or anything. This will actually help the cp tbh but I cant just think of the cp either so simply stating it from another angle as well. 

But this discussion will help tfp to be better informed and maybe set a middle ground for everyone 

 
True... there are just a whole lot of levels that the game can be modified.  I wouldn't want to have to "install" a UI mod on every world or save, for instance.  Custom POIs are used during map generation but also need to be available to a given map... so are they global or local?  I can see where people would have a different answer depending on what they are doing.  If you want to be able to generate a map with a specific set of POIs and not have that affect other worlds you've created (EDIT: or will create)...  Yeah, this can get ugly in a hurry no matter how TFP does this.
And I think that brings us back to the original point of "it was not broken so why fix it". Seems this will create unnecessary problems for some users and modders. But what is the benefit?

 
I am 100% with Khaine and JaxTeller on this.  I am old school when it comes to programs - Do Not "Fix" Things That Are NOT Broken.


Period.  The End.  Finito.

\Mods in the game folder works. 

 
And I think that brings us back to the original point of "it was not broken so why fix it". Seems this will create unnecessary problems for some users and modders. But what is the benefit?
Probably it's connected with workshop added in the future. or dunno DLC. but honestly... maybe 1% of playebase have few copy of this game... so this will not hurt a lot 

 
Probably it's connected with workshop added in the future. or dunno DLC. but honestly... maybe 1% of playebase have few copy of this game... so this will not hurt a lot 
Where are you pulling that 1% number from?  Wishful thinking? 

Just about everyone I know who plays 7DtD uses Mod Launcher, or manually creates multiple game folders, to play different overhauls and past alphas.  But I'm not going to extrapolate my personal observation to mean that 90% of players use multiple copies of the game.

 
Where are you pulling that 1% number from?  Wishful thinking? 

Just about everyone I know who plays 7DtD uses Mod Launcher, or manually creates multiple game folders, to play different overhauls and past alphas.  But I'm not going to extrapolate my personal observation to mean that 90% of players use multiple copies of the game.
Most people don't mod their games - i think you can agree with me about that. So if i'm right about that this mean that only part of people who use mods have few copies.  I count people who have 7dtd no matter if they even play this 1 time.

 
Most people don't mod their games - i think you can agree with me about that. So if i'm right about that this mean that only part of people who use mods have few copies.  I count people who have 7dtd no matter if they even play this 1 time.
Again, personal observation of a few people does not extrapolate to the whole.  That's called "stereotyping".

So you are totally pulling your assertions out of thin air with no data to back it up.

 
Again, personal observation of a few people does not extrapolate to the whole.  That's called "stereotyping".

So you are totally pulling your assertions out of thin air with no data to back it up.
Well you don't have date to know that more drunk people made car crash with dead injuries that sober ones. Well  We know that only 10 - 20 % of people finish games ( you can check on the independed) . Why i writing about that? Because this true that most people play in game after released and big updates - you can check game statistic. I don't have exactly number how many people bought a 7dtd but we can say it is 13 mln. Some of them will play in 7dtd after 1,0  so we can say  that 19,302.1 is avarage number of players per month - so most of 7dtd owner ( owner not players) don't use mods right?  but let check only number of players - i think  most players don't use mods - maybe 15 - 25% of them use mods - i don't use word mod launcher just multiple copy of game. So we can say that halve of them use multiple copy of game ( well some of them can use laptops so problem with space is pretty common ( most of my friend's who use laptops to play have this problem)). So you can calculate that even less that 1% of 7dtd owners have multiple copy of this game on their pc

 
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