Try subscribing to the mod in Steam client, while CK2 launcher is already started.
Verify you haven't reached the 50 subscribed mods limit.
If the mod doesn't show up in the launcher:
Once the download has completed, tick the checkbox to activate the mod.
At the same time a "Crusader Kings II - Workshop Content" download will be triggered in Steam client (where you can monitor progress).
Under "Mods" tab, the new mod will appear at the bottom of the mod list as unselectable, with a red background (which does not reflect download progress !).
Find the mod on the CKII Steam Workshop.
mod file already exists with same name under ~\Documents\Paradox Interactive\Crusader Kings II\mod\ it will conflict during the installation.
Important: Remove any previous manual installation of the mod if any.
I for one appreciate the hard, creative work that is put into modding, and you guys have my thanks. The only reason I subscribe to a mod is because it's not posted here, or ,(based on the steam description) I think/guess that it is an updated version of that mod that I already have from here all that said. Personally, I prefer getting/managing mods from here I am not a Steam fan either. Even then, the only real clues that we have are the version numbers.Ĭonfusing (sometimes), yes indeed, and leads to a lot of "game time" consuming folder/file management, double menu icons, and even game crashes (as can be seen in both forums) that are often interpreted by users a bigger issue with the game. Us users can't identify a steam mod until we - subscribe to it - run the game - close the game - and then check our mods folder to identify it and compare it to our XLN mods. Posting the actual name of the mod file would be helpful as well. If you guys have a mod here XLNation that is the 'same/better/completely different/etc.' or may conflict with the one we download/subscribe to Steam and needs to be removed, please, note that in your steam description.