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.


How To Download Steam Workshop Mods


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Supporting mods means supporting their authors, and encouraging them to update their existing mods and make more and better mods in the future. Some mods can even grow into full stand-alone commercial products. Counter-Strike, Dota 2, and Team Fortress all began their life as mods.

Many games support mods through the Steam Workshop, where you can easily browse for new content and have it automatically appear in your game. You can also find mods related to a game by checking for the "Community-made Mods" section on its store page. If a game doesn't support mods, you can tell the developers you'd like to see that feature by starting up a discussion on the game's Community Hub.

Unless specifically stated otherwise, mods are created by fans in a game's community for their fellow players. Developers are not typically involved with mods or their creation, other than allowing their games to support them. If you're not clear about a mod in any way, check the Community Hub for more information and help. Mods can have comments, reviews, and ratings like other content on Steam.

So I found the workshop mods in their folder and when I load them in they are not together with all the other mods and game content, like a mod that's been manually installed would show up. The mod files on their own are not very useful to me right now, unless I want to make a hat show hair or sth.

I was dismayed when my @mod folders for Workshop mods suddenly vanished from my Arma 3 profile folder a month or so ago. There are the "Copy to a folder" and "Copy as a local mod" options for each mod in the launcher, although I have never tried them.

I hope this can be fixed soon. If not I'm just going to give up on workshop for ARMA and stick to manually downloading/updating mods like the old days. It's more work, but at least I end up with useful named folders where I want them

yes it's a solution for the data duplication. It works fine for Launcher to do it's job as a game launcher. As I've written in -launcher-doesnt-store-mods-where-i-told-it-to/#entry3032469we can work to accommodate your needs if you kindly share them with us.

Did I miss any documentation on this in a SIT or OPREP recently? If I did that's my bad, because I could of saved time and a headache too. But whatever, hope the future is a little less confusing with mods and workshop items...

Not duplicating mods is patently a better default behaviour and is entirely transparent for anyone who exclusively uses the provided launcher. People who run servers or eschew the official launcher should *know stuff* - that's just how it goes with modded games on PC - including in this case how to create file system links which will yield the best of all worlds (single copy, updated automatically, visible in the A3 folder). I recommend Link Shell Extension;

One thing the launcher could do to make it easier to match workshop folders to mods is include a View Workshop Folder in Explorer widget in the panel for each subscribed mod. Ideally, rather than opening the mod folder itself, this would open the parent folder with the desired sub-directory highlighted using explorer's /select parameter;

I agree with this. Adding the View Workshop Folder in Explorer option to Launcher would be the simplest way to make mod handling by Launcher more user friendly. In general, after some initial confusion, I think the current Launcher setup for mod handling is fine and intuitive, and is certainly vastly preferable to mod duplication. For situations where users must have mods in their normal A3 folder locations, or in custom mod folders, avoiding the Workshop and downloading normally from ArmaHolic, etc. is recommended. Personally, I only use the Workshop for small mods like CBA, missions, and campaigns (Resist), and download the big stuff like CUP and RHS manually.

I use the bloated Launcher because it seems to be the only way to update my Steam subscribed mods, but for the real Arma 3 launching I use a 3rd party launcher (Arma3Sync) which looks for @ folders in the Arma3 folder. That is now impossible, since I need to translate 2937239478 into CBA and so on.

So there seems to be a new easier way to see mods with the current Dev Branch version. The game creates a !Workshop folder in the game root directory which contains shortcuts to all the mods. See below, this works fine with all 3rd party launchers I've tested it with.

This thread is relatively old, but I hope it's still okay to ask a follow-up question. Can this (the Dev Branch version and the !Workshop folder) be used in order to have a dedicated server use and update mods? (This would be a second PC I have at home, not a rented server.) Or are dedicated servers and Steam Workshop mortal enemies that will never cooperate in nature? (For context: I installed Arma 3 on the second PC yesterday and briefly launched TADST, but it didn't find any of the Workshop mods or missions.)

I'll first briefly explain how mods installed from the Workshop work, then detail situations where using the Workshop is sensible before explaining why using the Workshop is generally not a good idea. If you'd only like to see an explanation of why you should be downloading mods manually, skip on down to section #3. If you don't use the Steam version of the game with the most recent (Aspyr) patch, needless to say this doesn't really matter for you, as you don't have Workshop support for your title anyway.

To the topic at hand, however: on a basic level, the Workshop is just a download system for mods. It doesn't truly "install" them as such, as the TSLPatcher would do, it just takes stored data from archives and puts them in a repository which the Aspyr-patched version of the game can read. For example, if you install TSLRCM and two texture mods, the Workshop will take the file data from TSLRCM and those texture mods and separately store them in three different containing folders, which the game will then read on startup. A few of you might already see the problems with this, but we'll get into that in a moment.

Put simply, the Workshop was not well-designed when it comes to multi-mod installs, especially in the face of the array of tools the community has developed to encourage mod compatibility over the years, the TSLPatcher being foremost among them. For those that don't know, the TSLPatcher can append strings or modify individual lines within existing files (among a myriad of other things), which allows mods which would otherwise directly overwrite the same files to work together fine, so long as they're not editing the exact same data within the same files. Not only does the Workshop not have this, it also lacks a stunning array of other common-sense multi-mod features:

While the above is by no means an exhaustive list, it does represent the bulk of the problems with the Workshop. I want to reiterate a final time that the Workshop is an easier install method, as it's a simple one-click solution, but, much like the dark side, it's an easy path that often brings its own problems down the line. It's never worth it to use the Workshop for a couple of mods only to find out that you have a serious incompatibility late into the game, and no clue how to resolve it. Manually downloading mods isn't much more difficult, and neither is their installation, while the compatibility benefits from doing so are significant. I hope this post has helped explain exactly why that is, and encouraged you to look into a traditional install instead.

If concerns about compatibility now seem significant to you, or if you're new to modding and worried you'll simply be overwhelmed by the install process for mods, I (though biased) strongly recommend the mod builds on the subreddit. As fully-compatible mod lists, you won't need to worry about crashes from their use, and all the mods listed come with detailed instructions where necessary; spoiler-free builds are even available if you're a first-time player. With the builds as an option, there's really no reason not to skip the Workshop in favor of a much more content-rich and stable experience. ff782bc1db

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