S.T.A.L.K.E.R.: Legends of the Zone Trilogy Enhanced Edition — journeys that started it all, upscaled for a new generation. Experience the defining survival ...
Modification of any other file types (like scripts, configs or libraries) is not allowed and the files will not be loaded by the game and accepted by moderation.
So it looks like they are dropping the vast majority of existing mod support despite the new Steam Workshop integration (or more likely because of it, since now they’re responsible for policing their mods). I guess we won’t see updated versions of Anomoly or any of the other mods that kept the game alive and popular all this time.
The limitation on modified configs is especially baffling. In the old games they were the primary way of fixing the game’s jank, and you shouldn’t be able to make anything malicious with them (short of bad entries that crash the game).
IIRC the old XRay engine is open source (or the source leaked and the devs gave the okay for modders to improve it), so here’s hoping someone can reverse engineer and backport any major improvements this edition adds to the originals.
I kinda wonder how likely it would be to be able to create some sort of softmod for a console if a super moddable game was on them… 🤔
I mean, I remember Morrowind on the OG Xbox had the exact same file structure, with only the executable file being different. You could adjust inis and even load .esp files, allowing the game to be modded if you had the console modded to mess with the files (and run it from a hard drive instead of off the disk). I had my console modded so I could actually see this and had some mods installed. Afaik, tho, it didn’t have a way to softmod the console through it; but that doesn’t necessarily mean it wasn’t possible.
Bad news for modders. From their FAQ:
So it looks like they are dropping the vast majority of existing mod support despite the new Steam Workshop integration (or more likely because of it, since now they’re responsible for policing their mods). I guess we won’t see updated versions of Anomoly or any of the other mods that kept the game alive and popular all this time.
The limitation on modified configs is especially baffling. In the old games they were the primary way of fixing the game’s jank, and you shouldn’t be able to make anything malicious with them (short of bad entries that crash the game).
IIRC the old XRay engine is open source (or the source leaked and the devs gave the okay for modders to improve it), so here’s hoping someone can reverse engineer and backport any major improvements this edition adds to the originals.
What the fucking shit why are they being gatekeepers now with mods and determining what’s “allowed.”
This isn’t a goddamn live service PvP game here…
Yeah, pretty disappointed by the limitations. Pretty much no reason to buy it when mods are above and beyond what they offer
is this only for steam workshop. could the mod be added to nexusmods instead?
It seems they’re blocked by the game itself.
What if I just mod that out? 😈
Apparently this is because of fucking consoles.
Hopefully someone can patch the exe or some shit.
I kinda wonder how likely it would be to be able to create some sort of softmod for a console if a super moddable game was on them… 🤔
I mean, I remember Morrowind on the OG Xbox had the exact same file structure, with only the executable file being different. You could adjust inis and even load .esp files, allowing the game to be modded if you had the console modded to mess with the files (and run it from a hard drive instead of off the disk). I had my console modded so I could actually see this and had some mods installed. Afaik, tho, it didn’t have a way to softmod the console through it; but that doesn’t necessarily mean it wasn’t possible.
Iirc anomaly already uses an alternative engine and doesn’t even require the base game to run, so it would change nothing for them