Well idk how it will work. CKAN is kind of like steam workshop without the auto update. I've had a little trouble with CKAN and just gave up on it. Steam might not be able to handle KSP mods. We'll have to wait and see how mods work in KSP 2.

This is the main reason I dislike the current implementation of mods on workshop. I tend to grab things externally where possible but where it's not, I typically grab the mod from workshop and repack it as a local mod then unsubscribe.. This only works on games that have been designed to support both methods of mod install though.


Can I Download Mods From Steam Workshop Without The Game


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Forcing modders to use the steam workshop is a bad move since many of use don't use steam and some of those choose not to have anything to do with Valve ... let alone the fact that many KSP modders play on Linux and KSP2 isn't planned to be released on Linux immediately (if ever)

Putting all that aside, I'm not suggesting 'forcing' modders to use the Workshop, I'm saying to add it. If modders want to use SpaceDock, Curse, Github or the forums to get their mod out there then go for it, but for many players (especially the younger gen, and no I'm far from young) they will not use these other sites to get mods from.. I know of other games that use the Workshop without fail. The racing sim game has cars and tracks available to subscribe to and never once has it failed for them. A golf game I've played in the past had user created courses through the Workshop, again no failures. The only failures have been where the modder forgot to make a change, or add a texture and needed to be re-uploaded..

Hassles, there are none other than a modder uploading to the workshop, no different to uploading to some share site really. As for greed of Valve, it's free to upload mods, and free to download if the modder hasn't added a cost to it.

One serious issue with Steam is that disable auto upgrades was pretty broken at last back with Fallout 4 and earlier in that it would often update even if told not to. 

This was an issue in Fallout 4 because of the script extender but it was updated pretty fast. It will also be an issue for KSP mods many who is not updated often or at all. 

Copying game out of steam is an option without DRM and solves this.

Let's be honest some of the most popular games out there have it to where you can download a mod straight from the Steam workshop. So why is it chaos be like that why can we only download crafts from the workshop we already half a workshop and we already have mods so why don't we combine the best of both worlds.

Spoken like someone computer-savvy who's comfortable with modding games. Just knowing what "github" is put you in rare company. Admittedly, KSP is a niche game with heavy overlap with people who use git in their day job. Still, Steam workshop is really great for people who don't know where Steam lands their game files in the first place. It would open the use of mods up to a much broader crowd.

I'm not sure how much control BIS has over this but it thought it would be nice if we could download workshop mods without owning arma3. I'm currently trying to automate a dedicated server on a shared box, so no one wants to put their own steam credentials in the scripts. A new steam account lets me download the server, but I can't get the mods because this new account doesn't own the game. Can this issue be solved on Bohemia's end somehow? Do I have other alternatives to keep my mods up to date with steam workshop? Thanks!

The problem however with being able to get workshop mods without owning the game, will be that it could help pirates with using mods from the workshop on their illegal copies


(not saying that you yourself have one)

You should be fine using any steam login. Just use a steam account that has 2 Factor enabled that way even if someone does try to use your password they can't do it without access to your email address. Failing that just use some of the funds that pays for the server and buy another copy of the base game. 


Steam Workshop is a popular platform used by gamers to discover, share, and download mods for their favorite games. It provides a convenient way to access a wide range of user-created content, enhancing the gameplay experience. However, not everyone has access to Steam or may prefer to download mods without using the Steam client.

In this article, we will explore alternative methods that allow you to download Steam Workshop mods without using Steam. Whether you are a non-Steam user or simply want to access mods outside the client, these methods will help you enhance your gaming experience.

By bypassing the traditional Steam Workshop route, you can easily install mods for games like Skyrim, Fallout 4, Cities: Skylines, and many others without the need for a Steam account or client. This gives you more flexibility and opens up the world of modding to a wider audience.

3. Independence: Downloading mods without Steam gives you independence from the limitations and requirements imposed by the Steam platform. You are not bound by any specific terms and conditions set by Steam Workshop, giving you the freedom to explore diverse modding options.

6. Community Variety: The Steam Workshop is undoubtedly a thriving community of modders, but by exploring alternative methods, you can discover mods from other platforms and communities as well. This broadens your options and allows you to experience a wider variety of mods for your favorite games.

Using mod management tools provides an efficient and organized way to download, install, and manage Steam Workshop mods without the need for the Steam client. The built-in mod library and integration with external mod repositories make it easy to discover and install mods for a variety of games, all within a unified interface.

1. Security Risks: When downloading mods from unofficial sources or using third-party websites, there is a risk of encountering malware or compromised files. Ensure that you only download mods from trusted websites and use antivirus software to scan mod files before installation. Pay attention to user reviews and feedback to identify potential risks or issues with specific mods.

5. Game Updates: Keep in mind that game updates can sometimes render mods incompatible or cause them to stop functioning correctly. Before updating your game, check if your mods have been updated or if they are still compatible with the new game version. This ensures a smooth transition without encountering mod-related issues.

With a third-party website, you can directly download mods from a trusted source, allowing flexibility and independence in managing your mod files. Steam Workshop downloaders provide a more direct approach, enabling you to extract and download mods directly from the Steam Workshop. Mod management tools, on the other hand, offer a comprehensive platform for downloading, organizing, and activating mods for multiple games.

The problem is that now I have the mod in the list ingame. The name is now blank, but otherwise the mod is still on my HD. This is good because it prevents mod creators from breaking savegames by removing mods. Some other games will remove the mods instantly and ignore problems with savegame compatibility. That can be really annoying.

However it's not perfect. The way to remove a mod from the list is to click on the subscription button and it will open the mod's Steam page where I can click unsubscribe. However now that the mod has been removed from steam, the steam page says the mod doesn't exist, meaning there is no unsubscribe button. I'm now stuck with a mod in my list, which has a bug, which can kill all my dupes (presumably why it was removed) and apparently the only way to get rid of the mod is to manually edit mods.json to remove it from the file. Some way of getting rid of mods from within the game would be nice.

I agree with this, but there are lots of (often casual) players who demand mods to be on Steam workshop. Sadly this seems to be a case of maximizing quality vs maximizing sales. Keeping a copy of each mod to prevent Steam from deleting mods already used in the game seems to be a good compromise. The only thing missing is a version history in the sense that if an update breaks savegames, the player should be able to revert mod version.

I am struggling a bit to mod the game using these new features. In past games that I have used workshop I was able to place my mods into a folder then activate the mod for steam workshop use while in-game.

Your favorite games don't need to end just because you've finished them. Fans, hobbyists, and aspiring game developers from around the world can add to or modify their favorite games by creating "mods". Whether it's adding new graphical features, crafting new items, or creating new stories, mods can breathe new life into games of all types. Steam makes it easy to find and try these mods for any game in your library that supports modding.

Many mods are free and range in scope from smaller changes here or there to entirely new items, characters, maps, or missions. Other mods may add expansive community-created content equaling hours of new gameplay and storyline, or even an entirely new game built from the ground up.

I took a break from Space Engineers for about 1 year. Upon coming back I was still subscribed to a few mods around 8. However, I noticed that only one of them was showing in game. This lead me to search through the in game workshop for the mods I used to use and I was unable to find them.

After Some testing I have figured out a few things Some mods, 2488 pages worth with 9 items per page for a total of 22,392, show up via the in game workshop. All of these mods I can subscribe to and they instantly download and work in game. 006ab0faaa

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