STEAM GROUP
VT-mod alpha VTMOD
STEAM GROUP
VT-mod alpha VTMOD
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21 September, 2017
 This topic has been pinned, so it's probably important
Robin 21 Sep, 2017 @ 1:07am
Welcome to the Mod pre-alpha!
The point of this group is mainly to allow me to talk to all of you at once but also to allow you guys to ask questions, help eachother if needed etc.

If you don't have a key to the Mod SDK Tool, ask somebody for a spare one or ask here and I'll give you one.

Feel free to invite anybody you feel should be here.

The readme in the tool should give an explanation to roughly how it works, but it's currently not compatible with the base game yet, so you'll have to switch to the mod-alpha branch (small patch!) pw for the branch is: hs5678jkj78zxc

This stuff isn't super secret, the main reason I'm doing this less publicly is just to get a chance to address the biggest concerns and get some kind of decent workflow up and running before opening the gates to complete randoms.
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Robin 21 Sep, 2017 @ 1:09am 
If you have any questions, thoughts or feedback, feel free to make a thread.

And remember, everybody's way of working might not be exactly the same so you might all have different needs so lets foster a positive atmosphere of trying to help eachother out and focus on what's good for the modding community in general first :)
Robin 21 Sep, 2017 @ 2:00am 
Current Goal statement:

The absolute long term goal of all this is to have a fully functioning mod SDK that allows all types of modding, as far as GW allows us. This means editable maps, custom models, custom skins, full steam workshop integration, etc etc. It's a very long way there so first things first.

The nearest short term goal is to get the mod SDK up and running and in use by the modding community. This means that it should preferably have all the functionality previous solutions have or equivalent replacement functionality. This means I will primarily focus on getting lua mods working as best they can first as this is where the most modding is currently.

In the long term we also want to provide a clear distinction for users between sanctioned QoL mods, gameplay changing mods and cheats. This means both providing a guarantee to users that want to play unmodded games are allowed to do so without risking having cheaters disrupt their games or having involuntary modded experiences forced upon them. On the flip side, the goal will also be to increase the exposure of gameplay altering mods and allow players running modded games to more easily find eachother. In practice the current only way to warn users that a host is running a modded game is to use mods to alter the game name in the lobby browser, ideally we'd instead offer users a way of searching for games running different mods or making an unmodded search.

No mods will be forbidden in any way, even cheats, but we want to offer those players that want a vanilla experience to be able to do so without interference. Sanctioned QoL mods would be allowed to be used in any game, modded or not. Things that would qualify here are things like damage numbers, third person camera, gear inspection, inventory management or any other mod that gets the official sanction as an official mod. This will never include cheats.
Last edited by Robin; 21 Sep, 2017 @ 2:03am
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