Well… not the whole 240 GB devkit as I already made a mod for it that you can grab
Too bad officials don’t allow UI mods as this one runs completely on client side and just adds interface elements, however requires the server to have it obviously due to how mods are implemented and the need for the client-server match.
Hmm… almost sounds like some use for my useless follower remote mod
Though technically I already had to agree for Funcom to steal my ideas so they’re welcome to take it and implement it in a better way to the base-game ![]()
Okay okay, I’ll stop now before this thread turns into an advert board for mods
One more comment though:
That’s understandable I guess, it’s completely voluntary work in their free time so there is very very little incentive to keep coming back to update mods when you no longer play the game for example or if you’re taking some long break from it.
However that’s why I generally stick to non-intrusive mods that don’t make your gameplay depend on it.
The most intrusive one I have is Emberlight, which adds custom stuff so upon removal those custom things would “disappear”, however it’s not like using leveling and attribute / character save altering mods where your actual save depends on them - this way I can remove them if they don’t get updated and fail to work with the new game version without affecting my gameplay at most I’ll lose some QoL features.
Ofc there are some really good mods out there that fit into that category so it is a bit of a compromise, but it’s just how I prefer to go about it plus I like having a game close to vanilla and just using mods to address parts that I feel like are lacking instead of redesigning the whole thing.