Personally, I use Beamdog’s client to download content. It also means that NWN would be started directly instead of needing to use Steam to launch the game. This means that NIT can be used to specify different User Folders for each defined Profile. My thoughts are for NIT to copy Workshop content to NIT’s mod store and allow users to install or uninstall the Workshop Mods. Does this mean that Steam only adds workshop content at run time and removes it when NWN is closed or does it add a third source of files (ie the Workshop folder)?ĭoes anyone have any additional information that could help in my endeavour? Steam does not seem to copy workshop content to its own folders or the User folder (Documents\Neverwinter Nights). Delete unsubscribed files (unless it’s part of another thing you’re subscribed to).I am considering providing an option for the NWN Installer Tool (NIT) to manage Steam’s Workshop Content, but need to understand more about how it works.Move files in the Workshop folder into the game folder.Download all missing new files to the game folder.Check Workshop folder for items downloaded while the app was closed. In-app downloading can be done using the Steamworks SDK and can bypass the workshop folder completely (because we wouldn’t want the same thing to be saved and downloaded twice).įyi, Garry’s Mod and Source Filmmaker uses a combination of both, and thus update along the lines of: It essentially have Steam download the workshop content, then: The game moves it into its respective folders. So what about Garry’s Mod or Source Filmmaker? So for example, this particle wallpaper for Wallpaper Engine would be (assuming default location) stored in: C:/Program Files (x86)/Steam/SteamApps/workshop/content/431960/884494327 By default, games have their files downloaded to: \SteamApps\workshop\content\\\
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