Mod Distribution

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Mod Distribution

PostPosted by Paronity » Fri Jul 26, 2013 2:21 am

Are there any plans or details on how the mods will be handled and/or distributed? Is there going to be stuff in game to manage them, a site to manage them, or will it be strictly 3rd party tools and management of them?
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Re: Mod Distribution

PostPosted by deadmansprice » Fri Jul 26, 2013 5:04 am

If 3rd party, why not this? http://www.nexusmods.com/ - I use Skyrim mods from that site. Pretty reliable and awesome :D
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Re: Mod Distribution

PostPosted by Railboy » Fri Jul 26, 2013 6:47 am

Are there any plans or details on how the mods will be handled and/or distributed?


Lots of plans - broadly speaking my goal is to make it simple - but very few details. Too many pieces have to come together before I can make firm predictions.
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Re: Mod Distribution

PostPosted by SignpostMarv » Fri Jul 26, 2013 12:31 pm

One assumes if you get steam workshop support built in, that steam will be a distribution channel :D
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Re: Mod Distribution

PostPosted by John Klebba » Sun Jul 28, 2013 5:10 pm

SignpostMarv wrote:One assumes if you get steam workshop support built in, that steam will be a distribution channel :D


The problem with workshop is that it provides no conflict resolution ability, like load order management or merging. If this game is as modable as it sounds, I'm expecting a TES level of variety, and conflict resolution is a must.

Whatever Lars has up his sleeve should be good. If it proves to be unfeasible, there's always Nexus.
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Re: Mod Distribution

PostPosted by Paronomasia » Sun Jul 28, 2013 5:43 pm

John Klebba wrote:The problem with workshop is that it provides no conflict resolution ability, like load order management or merging. If this game is as modable as it sounds, I'm expecting a TES level of variety, and conflict resolution is a must.

Whatever Lars has up his sleeve should be good. If it proves to be unfeasible, there's always Nexus.

This.

As long as it doesn't require their mod manager. I miss when it was stand-alone and offline, I do... :sorry:

Luckily it works manually too (and with other tools). :biggrin:

So, if possible, I would like to see a independent solution of others, but I understand the need to keep cost down and facilitate it too.
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Re: Mod Distribution

PostPosted by SignpostMarv » Sun Jul 28, 2013 7:09 pm

John Klebba wrote:
SignpostMarv wrote:One assumes if you get steam workshop support built in, that steam will be a distribution channel :D


The problem with workshop is that it provides no conflict resolution ability, like load order management or merging. If this game is as modable as it sounds, I'm expecting a TES level of variety, and conflict resolution is a must.

Whatever Lars has up his sleeve should be good. If it proves to be unfeasible, there's always Nexus.


Skyrim has a built in load-order tweaking thing. It's not automatic, but it works.
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Re: Mod Distribution

PostPosted by Vance » Sun Jul 28, 2013 7:38 pm

I prefer Nexus Mods over Steam Workshop for many reasons.

Manual installation and higher file size limits being the top two reasons.

I DO NOT like automatic installations of single player modifications because it can be incompatible with another mod and break your entire game.

If Frontiers comes with a user friendly manual installation program that can hold up to more than 200 mods, I'll be a happy camper.

But please, at least make Nexus Mods an option, because many people (including myself) prefer it's usability and open source structure.

Less DRM is always a good thing for the consumers. (Not always a good thing for developers though)
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Re: Mod Distribution

PostPosted by SignpostMarv » Sun Jul 28, 2013 8:04 pm

For c# stuff, Mono Addins might be handy? http://www.mono-project.com/Mono.Addins

It should help with dependencies & possibly automatic load order to some degree.
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Re: Mod Distribution

PostPosted by Railboy » Sun Jul 28, 2013 8:23 pm

SignpostMarv wrote:For c# stuff, Mono Addins might be handy? http://www.mono-project.com/Mono.Addins

It should help with dependencies & possibly automatic load order to some degree.


I'm looking into this possibility.

SignpostMarv - when do you sleep? You're on top of everything.

Also - I haven't committed to going with Steam Workshop yet. It's cool and I like the system, but I want to make sure it doesn't interfere with my DRM-free distribution plans. (Yes yes, I know SW isn't DRM in and of itself. There are other issues I have to consider.)
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Re: Mod Distribution

PostPosted by SignpostMarv » Sun Jul 28, 2013 10:58 pm

Railboy wrote:
SignpostMarv wrote:For c# stuff, Mono Addins might be handy? http://www.mono-project.com/Mono.Addins

It should help with dependencies & possibly automatic load order to some degree.


I'm looking into this possibility.

SignpostMarv - when do you sleep? You're on top of everything.

Also - I haven't committed to going with Steam Workshop yet. It's cool and I like the system, but I want to make sure it doesn't interfere with my DRM-free distribution plans. (Yes yes, I know SW isn't DRM in and of itself. There are other issues I have to consider.)


My sleep cycle is a little skewif of late. I'm currently in Quebec
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Re: Mod Distribution

PostPosted by mmaas7 » Wed Jul 31, 2013 9:42 pm

Railboy wrote:
SignpostMarv wrote:For c# stuff, Mono Addins might be handy? http://www.mono-project.com/Mono.Addins

It should help with dependencies & possibly automatic load order to some degree.


I'm looking into this possibility.

SignpostMarv - when do you sleep? You're on top of everything.

Also - I haven't committed to going with Steam Workshop yet. It's cool and I like the system, but I want to make sure it doesn't interfere with my DRM-free distribution plans. (Yes yes, I know SW isn't DRM in and of itself. There are other issues I have to consider.)


I love your philosophy on DRM.
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Re: Mod Distribution

PostPosted by TanC » Mon Aug 05, 2013 10:27 am

After how Harebrained Schemes handled the Shadowrun Returns fragmentation, I'm very particular on how mods will be distributed. Glad you're not looking to fragment your userbase. :)
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