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  1. Hello. I'm in the progress of creating a mod called Thorns of a Whiskey Rose, which is an attempt to integrate the scrapped idea mentioned by Jason Bergman in a developer interview (see here https://archive.is/Morid) where the player would get blackout drunk with Cass and wake up married to her. I saw this and immediately thought it would be an interesting quest, so I decided to try to implement the questline, while adding some additional touches. merge it with the second idea, of the player doing an actual on-screen marriage presided by The King, ending in him performing Love Me Tender. The idea is still mostly unwritten and very WIP, but I'm making this thread to keep anyone following updated on the mod's progress. All I have to show right now is the basic questline idea, in the form of a (probably poorly formatted) flowchart. My aim is to update this thread as often as possible. As I have no prior serious experience of modding on a scripting/GECK level, I may also put out help requests from time to time, which anyone is free to answer. With the flowchart roughed out, my next step is going to be writing dialogue. 5/12/24: I've deleted and through-striked the old flowchart and concept, adapting to the newer concept outlined below. Scripting has begun (currently banging my head against the wall trying to figure out basic trigger boxes LOL)
  2. I had an idea for a mod which takes the Dragonborn to the past and takes place between Bthamdarz and Deep Folk Pass. I want to make the area between these two places a little bit different than their comtemporary counterparts, but I do know I am supposed to do it. Should a create a new worldspace or should I modify the objects in the current Tamriel worldspace cell via scripting and change them that way? Should it be done in any other way? I am familiar with modding and the overall mechanics/internal structure of the game but have never created a mod myself, so I came here to get some help from more experienced people.
  3. Development Thread This is where me and the Toon Skyrim Team will show off what we are currently working on, and what issues we are facing with development.
  4. I have an idea for a very large mod for Fallout 4. Most of the base ideas are there but I still need help implementing them into the actual game. Mainly I will need people who have some experience with papyrus scripting, people who are alright with 3d texturing navmeshing map making and the likes, and some people who are good with the Creation Kit in general. I am fine with making dialogue and placing items and NPC's but I don't know much about a lot of other things I will need to use. If you are interested in helping please let me know.
  5. I want mods so i have all my items/developments unlocked and for no price. Any tips?
  6. Hey everyone! I'm Halo1m, you can call me George if you'd like, and I am a professional audio engineer looking to get into the field of game development. I've worked with modders in other games like Brutal Doom and Installation 01. I've played and have been playing bethesda games for over ten years now and I've have been modding them ever since oblivion. I would love to hear from some people making mods who would like some help in building mods. Hmu if you're interested or would like to talk about having some audio professionally handled. I have thousands of dollars of software at my disposal and I have an okay experience with the development kits for bethesda games and recently Fallout 4's. PM me for my discord info.
  7. Hey guys! We're a tiny team (3) so far and we're making a potentially pretty big mod. We have a lot of ideas, but lack the people to help us brainstorm them. There may be lore issues, and such. It'd be absolutely wonderful if someone would be willing to join us and help us with the brainstorming. Anyone who wants to help and knows their lore at least a bit, really. We would also be delighted if some quest implementers were to join us, as we lack the manpower in that area too. But we do know our way around the CK. It's just that help would be wonderful. Our aims: What we want to do is to expand the game's main quest-line with new quests, and characters, while improving the existing quests, making the main quest a new and refreshing experience for all those that want to experience it again after so many years We also want to add new dungeons, improve the existing ones (such as Bleak Falls Barrow), add new bosses and new choices for players We're looking to make this a lore-friendly experience and hope to make it as much in depth as possible in regards to the existing lore. Compatibility with other mods is also a concern for us. But primarily, our goal is to make the main story of Skyrim even more fun and enjoyable, and fill in gaps. ------------------------------------------------------------------------------------------------------------------------------------------------------------- If you are interested, please do type to me on Discord: Jack#9607 We will be really happy to have you! ( If you decide to just add me on Discord, make sure to post your Discord name here (without the number for your privacy) so I know who to accept )
  8. Hey guys, I'm starting to develop mods for skyrim with a few of my friends (we're game design students) and I was wondering something. How do you, my fellow mod creators, work in collaboration on the same project? What kind of collab. and versioning tools do you use? GitHub? Is there a build-in feature in the Creation Engine? Thanks in a advance guys.
  9. Okay so I'm developing Torvus (http://www.nexusmods.com/skyrim/mods/54194?), and the application has grown by leaps and bounds. I am working on a mod importer so that you can add items in custom mods based on load order. My question is this; Is there any kind of program that can analyze an ESP, BSA or ESM and spit out some kind of text file with the object list? I saw the C++ library, but I'm building Torvus using the .NET framework, and I'd rather not go outside of what language I'm using for Torvus. (I'd also like to avoid writing my own, unless I have to.) Anyone know of such an animal? Right now the procedure (which I'm still leaving in Torvus), is to load the mod in creation kit to generate a NAMES.txt file and that gets imported into Torvus and Torvus splits it into custom files in various folders depending on the type of item it is. (i.e. Apparel, Weapon etc;) The load order (the 2 digit prefix in front of every formID is added at runtime.
  10. For the last few weeks, I have been planning and working on a series of mods revolving around the popular webcomic Homestuck, created by Andrew Hussie, found here: http://www.mspaintadventures.com/ The mod as I plan it will start with a series of weapons, followed by small quests, accumulating in a series of Chapters, Each focusing on a specific character and devolping a larger story. The first mods should be releasing soon, with the Sickle Homes Smell Ya' Later being first up for download. If you are interested in the development of this and other mods, check out my development blog over here: http://fofandom.tumblr.com/ I'll also be adding new relases and details on this thread as they become available for download.
  11. I've made a mod that adds a selection of constructable objects to the Workbench, but whilst they *do* show up when being built they don't display a scaled-down preview in the scroll list. They're in a new category under Defence, but the category itself uses the Turrets icon. Has anyone figured out what governs this? They're creatures, which might make it weird, but then turrets are also creatures and they show previews fine. Here's some images to illustrate: Overall category Within a category Showing placement preview
  12. http://s14.postimg.org/vx9nw5f9d/23vb7kx.png UPDATE - 06/06/2015 I intend to initiate the development phase of Hjermskiir at the beginning of July. I will have much more time to communicate with whoever joins up, and I'd absolutely love to complete this mod some time soon. If you are able to join the cause and help me finish what I started, message me with what you want to do to contribute to the mod! What is Hjermskiir? Hjermskiir is an unfinished project of mine. I intended to create an island, in the Sea of Ghosts, a frozen mysterious land with a tribe of Atmoran adaptations with tinted purple hair and thick, leathery skin. It was to be a lore friendly way to implement a place of my imagination into the world of Skyrim. Hjermskiir back story Even though books have been written and tales have been told, the current state of Hjermskiir lies unexplained. The cold, cave-like isolated climate explains as far as the adaptions and the towering fungal flora, but does not explain the prominent crystal structures erupting from the ground. Some believe them to be soul gems, harvesting whatever dies in the land of Hjermskiir. Appointed by the king of Hjermskiir, after telling the tales of Tamriel, and earning his trust within the walls of Orphichitzin, the Dragonborn shall help the high priest of the ancient construct of Azura's Prospect prove to the Miphorchatzin that these crystals are Azura's way of communicating with the Hjern, and by not uncovering the truth, the Miphorchatzin may be driving Hjermskiir into an uncounterable fate. What is this post all about? The landscape is done and rough background story is done. All I need now is to finish the rest, and for that, I would need a small team. The kinds of things I will need are: Side Quest Writers - Just interesting side quests, etcDialogue Writers - The dialogue for the quests needs to be written, not exactly my strong point :smile:NPC Designers - Interesting NPCs with dialogues and jobs etc, just living their livesLore and Book writers - A few books on the island, making it fit in with the lore of the world etcDungeon and Interior creators - I absolutely suck at this, my main strong point is landscape creation :smile:I will be taking care of: Landscape (Pretty much done anyway)Main Quests (The plot I have covered, although at times I may need support)Bandits and guards (These are pretty much done already)If you want to take part, be sure to PM me with what you want to do, and if there is any previous things you want to show me be sure to go ahead! Screenshot http://s24.postimg.org/lhobk78l1/2014_05_28_00007.jpg
  13. I admire the brilliant work a lot of those who stuck around to keep making fall out better. I would be lying if I didn't say I wished I knew how to mod myself. I am curious how the mod developers here learned their skills, and if they had any advice for someone starting out who wishes to learn and understand how to model, mod, etc.
  14. Hi, Has anyone been kind enough to post the source code to the 3ds max nif import/export plugin? Cheers, -Ben
  15. ​College of Winterhold Overhaul (Mage's Questline) As you can probably tell from the title, this is about an overhaul mod i'm working on for the College of Winterhold. To me the College questline seemed incredibly short and unsatisfactory. The aim of this mod is to add a more oblivion-like feel to the questline. For those who have played oblivion will know that in order to gain access to the "arcane university" you had to complete a series of "recommendation" quests from the guilds in the minor city's in order to prove yourself worthy to be accepted into the university. However I'm a little stumped for ideas on how to incorporate these "recommendation quests" into the game, and that's where you guys come in. What I've done so far: Added more students to the university Added an alchemy Laboratory Added a training area with NPC trainers Added more items Refurnished some areas Added more followers What I Need help/ideas for: Ways to incorporate the "recommendation" quests. Originally I was going to link them to the court wizards of Skyrim then had the Idea of putting "mages guild" like places into all the cities. leave you're ideas in the reply section!Side quest ideasVoice actorspossibly help with scripting Feel free to tell me any ideas or suggestions you guys might have! :biggrin:
  16. Hello! Hope everyone's doing well. I'm making a mini DLC-sized mod that takes place in Stros M'kai. I've been putting a lot of time and work into it with this quarantine and here's a time lapse of me designing and putting in the player home "Palatial Hall" (yes inspired by the one from ESO, but a bit smaller) in the main city: It took about 15 hours total which I split into 3 days, I'm almost done with Port Hunding/Stros M'kai, so there's that. Hope you all like it. :smile: I'm considering doing regular updates on my progress on this mod here on this thread. Hopefully the instructors in my uni agree to make this my senior project so I can at least guarantee finishing it and a release date for it. (Side note: I work on this all by myself and I don't have much experience, I'm learning as I go, so progress is a little slow, but I'm trying to achieve the highest quality I could make.) Also, I could do a full vid of a "run through" the whole island to show my current progress if anyone is interested. :smile:
  17. Hi all, I am trying to get my follower Moranya to ride a horse that teleport to her when the player rides a horse. I have set up a horse riding quest, and placed a script on the player alias. I adapted the script from a smiliar topic I found on the nexus forums. My follower has a horse riding package with min radius set to 300, max radius set to 1000, ride horses if possible set to yes. My horse, Sirora, has Moranya registered as its owner. At the moment the Moranya is able to get on the horss, but the second my player moves forward (on his horse) she will dismount and run after him. If I stay put after mounting the horse, she will stay mounted and will only dismount when I do. Please help! Script is below: Scriptname MR01MountTest extends ReferenceAlias Faction Property CurrentFollowerFaction Auto Actor Property Siroria Auto Actor Property Moranya Auto Actor Player ReferenceAlias Property MoranyaRef Auto Event OnInit() Player = Game.GetPlayer() RegisterForAnimationEvent(Game.GetPlayer(), "tailHorseMount") RegisterForAnimationEvent (Game.GetPlayer(), "tailHorseDismount") Debug.Notification ("Events registered") EndEvent Event OnAnimationEvent (ObjectReference akSource, string asEventName) If akSource == Player Else Return EndIf If Moranya.IsInFaction(CurrentFollowerFaction) ==1 If Moranya.GetActorValue("WaitingForPlayer") == 0 If asEventName == "tailHorseMount" Debug.Notification ("Player mounted") Siroria.MoveTo(Moranya as objectreference, 50.0000 \* math.sin(Moranya.GetAngleZ() + 90.0000), 50.0000 \* math.cos(Moranya.GetAngleZ() + 90.0000), 0.000000, true) Moranya.OnAnimationEvent(none, "tailHorseMount") Siroria.Activate(Moranya) Moranya.EvaluatePackage() EndIf If asEventName == "tailHorseDismount" Debug.Notification ("Player dismounted") Moranya.Dismount() Moranya.EvaluatePackage() EndIf Else Return EndIf EndIf EndEvent
  18. This guide is now obsolete! Everything is included in the extension now! just download vscode from https://code.visualstudio.com/ and type @joelday into the search box of the extension installer to install the extension. It now includes instructions for everything! I finally got this all set up the way I like so I wrote up this guide on how to do it. Basically this tells you how to: Use MO2 to keep your mod development files all in one place so they aren't mixed in with the game dirUse VSCode to edit Papyrus scripts, easily compile them, and jump to compile error locationsIncludes a VSCode project template with the needed configuration (you don't need to know anything about VSCode to start using it)Also includes instructions for setting up Debug support Click Here for the Guide and Template Short description: If you do NOT want to use MO2, here is a no-MO2 version of the guide. Screenshot of what you get:
  19. I am making a simple mod to talk to one of the wenches from Immersive Wenches and be able to hire her for my follower Hjoromir who is a follower from Interesting NPCs. So I have all the mods I need as my masters... for esp files I flagged them as esm before loading them up in creation kit so I can use all the objects from those mods. I started setting up a quest to check for a keyword on the subject that all the wenches use and then I made some dialogue to hire her now I am kinda lost on how to apply scenes or apply scripts to the wench and hjoromir. I can create all the code needed to make it happen in sexlab, I have a sexlab property and am experienced with coding so really my only problem is I don't know how to run code once the conversation ends. I see this box for script fragments but I want to actually write a psc script and add it to the quest and have the quest aliases autofill for the properties in the script I add. My problem is I can never get my properties auto filled. I have no idea really how to setup the script in creation kit because I am following the bethesda tutorial about making a quest to go stop a thief who stole an amulet from a dark elf named Bendu but a lot of it is not really helping me get any further. It helped me make the dialogues and everything but when I try to make a travel scene, I can not get my NPC follower Hjoromir to do anything... when I talk to the hooker he should walk up next to me and after the conversation is over I want them to search for a bed object and if no bed found just walk to some random place and then I can start some sexlab animations on them using their framework which I already have examples on how to do... how so I setup the quest aliases and setup the script to run at the appropriate time?? Quest Data: Quest Aliases (The conditions match the quest data and will find the closest or the wench I am talking to): Dialogue (I know it is terrible dialogue haha):
  20. Salutations Inter-Webs! I just found that our good old Yellow vested Stars Member was reduced down to a Poster. Sad to say that his PlayStation 1 appearance had more dimension then this 2D incarnation of good old Chickenheart. Given I have no experience in any game development or 3d modeling, but, It would be believable to think someone could snag a STARS male body from the HD Remaster, import it, bloody up the textures, slap some yellow paint on that bad boy and send him right were he needs to be shambling. Under the entrance to the RPD building. Hell, You don't even need to have Brad give you something cool. It would be just nice to know he is there down those stairs ready for a shotgun full of hugs. So what Do You say Disembodied Minds of the WWW? Would You like to see Brad return for a hurt down? So for Kitten's sake, Contact Your wonderful mod developers and inform them that You would really like to see Zombie Brad Vickers return. That wonderful doofus.
  21. Hey folks, I'm a professional writer looking to diversify into games and would really love to start that journey in modding. Long time mod user, and I've lightly supported mod development in the past with some of the busy work. FO4 or Skyrim preferred but if you're looking for help on another game I may have it, and I'm open to picking new ones up for this. Collaborative stuff for larger mods would be really cool since this will be my first foray into writing for games and I'd be very excited to benefit from someone's experience, but I'm also happy to take on the whole writing component for a smaller project if needed. My professional background is in journalism and marketing, but my degree has creative writing components. I write fiction to keep up my chops on imagery and dialogue and participate in writer meetups in my city, but I've never tried to get fiction published. Please feel free to get in touch if there's a project you'd like my help on! Either here or through DM, I'll be happy to hear about it. I don't think it needs to be said, but to be clear: I am not looking for compensation for this. I'm also a trained vocalist and know the basic ins and outs of setting up a quality microphone and recording. Happy to rent a good mic and participate with voice overs if there's a need. Cheers!
  22. Hey folks, I'm a professional writer looking to diversify into games and would really love to start that journey in modding. Long time mod user, and I've lightly supported mod development in the past with some of the busy work. FO4 or Skyrim preferred but if you're looking for help on another game I may have it, and I'm open to picking new ones up for this. Collaborative stuff for larger mods would be really cool since this will be my first foray into writing for games and I'd be very excited to benefit from someone's experience, but I'm also happy to take on the whole writing component for a smaller project if needed. My professional background is in journalism and marketing, but my degree has creative writing components. I write fiction to keep up my chops on imagery and dialogue and participate in writer meetups in my city, but I've never tried to get fiction published. Please feel free to get in touch if there's a project you'd like my help on! Either here or through DM, I'll be happy to hear about it. I don't think it needs to be said, but to be clear: I am not looking for compensation for this. I'm also a trained vocalist and know the basic ins and outs of setting up a quality microphone and recording. Happy to rent a good mic and participate with voice overs if there's a need. Cheers!
  23. Hello, I've been using nexus mods since 2008 and lurking but I thought I'd join the community because I have some Dev experience and I would love to contribute! :laugh: :laugh: My name is Claire and I'm currently working as a paramedic/ER tech :cool: so my time to help contribute to this site may be limited but I'd love to help everyone in any way I can. Feel free to add me! :laugh: :wub:
  24. Hello, Can someone make a tut for how to mod tunic? Preferably one for new modders.
  25. Hello ! This is a very simple couple of questions. I'm currently assisting a mod maker by making an application that will automatically configure the mod options and Modengine to work out of the box with as little configuration as possible. To do this, I'll pull the mod files (and possibly a couple other mods that are compatible) from Nexus Mods and programmatically insert them into the game. As of right now, while still developing, I'm getting the API key thanks to the SSO method & vortex slug. This works perfectly and will allow me to request the files, check for updates, & download whatever is needed to make the mod work or prompt for updates. I'd like to know if that usecase requires establishing a new slug, and if so, if "contacting the Community team" means posting here or if it means sending an email to the support team. Also, while I obviously implemented some confirmation of wanting to use said mods from the user, I'd like to know if NexusMods has some sort of rules over distributing mods, as I want to make sure that a mod possibly installing another mod to function doesn't pose an issue. For anyone curious, I'm establishing an interface for installing the DS3 coop overhaul mod ( https://www.nexusmods.com/darksouls3/mods/1574?tab=description ) that functions with either DS3OS (custom, handmade servers) or Painted Worlds as a quick and efficient way to P2P multiplayer (https://www.nexusmods.com/darksouls3/mods/1477?tab=description ). This mod requires to not use the official servers if you do not want to be shadowbanned, and I believe an executable file will be much more reliable for avoiding issues than installing the files. The software is made with Electron, Vite, React and TypeScript.
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