Quick answer: Scan a known local Mods directory in addition to any Workshop path, dedupe by mod id, and load both sources through the same manifest pipeline.
Players who download a mod outside Steam Workshop and drop it in a Mods folder find it does nothing. The cause is the loader scanning only the Workshop content path, ignoring locally installed mods entirely.
How to fix it
1. Scan a local mods directory
In addition to any Workshop path, enumerate a known local folder (e.g. under the user data or game directory). Load mods from both so manual installs work without Workshop.
2. Use one manifest pipeline
Run local and Workshop mods through the same manifest parsing, validation, and load-order logic, so a local mod is a first-class citizen, not a special case.
3. Dedupe by mod id
If the same mod id appears in both sources, pick one deterministically (prefer local or higher version) and warn, so the player does not get a confusing double-load.
4. Document the folder and reload
Show the resolved local mods path in the UI and offer a rescan, so players know where to drop mods and can refresh without restarting.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.