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I have a mod on the workshop for classical music. A big obstacle I ran into very early on was that I couldn't upload the mod if it exceeds 100MB. I could just upload an external link to the full, uncompressed .fsb file on the workshop page, but steam doesn't like external links and I want to make this process seamless for everyone.

Therefore, I want to create a separate mod on the workshop that people can download, which exclusively adds an additional sound bank which my current mod can reference from. It's basically just an expansion pack. I would like any tips or information on how I could make that happen. Thanks

Edited by Meebas

As far as I know mods' size can be over 2GB(i knew it from a wegame platform mod), and is pretty sure there are mods larger than 100MB. Perhaps the log file can tell something.

For extension pack I've had two ideas.

1. separate code and data. One is an api, and others are data. data mods only want to put its data somewhere and tell/wait the api to handle that. See how these mods work: Static Wallpaper, Glassic API, Mods In Menu, Modded Skins.

2. download extra data from server. TheSim:QueryServer is an api that fetches data from any url. it is possible that you connect to your server (where there are some static assets) and download some files to mod's directory or use PersistentString utils.

Wow I actually think you're right on the 100MB thing. I think the problem may be that one single file cannot exceed 100MB. I'll try building a second sound bank within the mod. Thanks for the tips, I appreciate it a lot!

It used to be klei used the old steam modding api which limited mods to 100Mb, however a major update in the last couple of years has allowed old mods to transfer to the new api if they are updated. The new api has basically no file size limits.

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