

Same effect WITHOUT downloading is to follow the guide. If the folder are empty, CS download ALL subscribed contents and then you can see it all in the content manager. If there are differences, then CS download the missing content into the folder 255710. This informations are in your steam user account on the steam server.Īfter creating CS checks which contents are subscribed and which files are present. Then, after a new game start, CS create a new file based on the subscribed workshop content.


This file content the status information of your subscribed and installed contents. 1 Kick 5:00pm Originally posted by Metacritical: It's locked, do you know if they're working on a fix 2 MarkJohnson 5:34pm Mover the workshop items to the offline (local) folders. Mark all and move all the content of the folder to another, new folder outside of the game folder hierarchy.Īnd to redownload ALL your subscribed mods and assets RENAME the file appworkshop_255710.afc to - DO NOT DELETE! It is by now too late to change this because it would mean updating hundreds of old mods and many of the original authors no longer play the game.Originally posted by Sonic:All your mods and assets are stored into the folder 255710, NOTHING is lost. There are arguably better ways to handle this sort of stuff, but modders are just coding in their _very limited_ free time and there are varied skill levels, so currently this is how things work. So some mods will then use reflection and other techniques to try and work out what version of a mod is in that folder - is it a local build from source, or just copied over from workshop? Is it an old copy from workshop, or something else.? The problem then arises "which version of Traffic Manager" - you don't know the workshop ID so there is now way to know. In this situation the developers are usually not even attempting to make their mods compatible in offline mode, they are just doing it to make their development cycle a bit easier.Īs an example, mods that integrate with Traffic Manager (TM:PE) will expect it to be in a folder called "TrafficManager" because that's where it gets put when you build from source. To work around this, devs generally expect offline mods to be in specific folder names based on the folder that the mod xcopies to when compiled from source. However, in offline mode, everything is in the Addons/Mods folder, so the PluginInfo reports PublishedFileId as ulong.MaxValue for all of those mods = useless for determining which mod it is. That PluginInfo contains a PublishedFileId (id of the item in workshop), so it's easy _and accurate_ for mods to determine which other mods are subscribed. In online workshop mod, mods query the PluginManager to get the PluginInfo for each subscribed mod. You might still run in to compatibility issues.
