Etiquette for modifying mods

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Etiquette for modifying mods

Postby nine2 » 07 Apr 2015, 14:07

There are mods that I am personalizing ... some things are improvements but some features I get rid of because I don't want them.

Perhaps some other people would want my variations.

What is the etiquette for putting variations of mods on the mod vault? Obviously 95% of the work was done by someone else in each case.
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Re: Etiquette for modifying mods

Postby Frozen_byte » 07 Apr 2015, 18:12

Just Ask the Developer?
Since we have no license model with mods (what a overkill, lol)
Just Ask the Developer!

//edit
If he doesn't answer/quit this community - [irony] Assume he likes your changes [/irony]
Last edited by Frozen_byte on 07 Apr 2015, 18:13, edited 2 times in total.
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Re: Etiquette for modifying mods

Postby nine2 » 07 Apr 2015, 18:12

and if they don't reply? and how long should I wait?
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Re: Etiquette for modifying mods

Postby Legion Darrath » 07 Apr 2015, 19:29

If you get no reply it would be good form, in my opinion, not to put it on the vault.
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Re: Etiquette for modifying mods

Postby The Mak » 07 Apr 2015, 19:49

Another way to do it is to use hooks and have your mod set the mod you are using as a requirement. This way since you are only changing a few things, you do not have to include the other person’s complete work. Think of this in the same way as the way balance mods work.

Their mod stays separate and is downloaded in its entirety. Your mod has the other mod as a requirement, has a UID that is greater than the original mod, and has a number of hook or merge blueprint folders/files.

Now some files need to be copied whole in to your mod, such as model, animation, texture, and script files. (Technically you do not need the model file if you are just hiding a bone, take a look at how the map Survival Run adds a MonkeyLord with no laser on its top.) In these cases you need to make sure you have the same folder structure and file names and make sure the file contents are complete including your changes.

If you have not made any changes to the above file types and all your changes are in blueprints then it is a matter of merge blueprint statements.

Think of it as layers stacking up. You start with the base Forged Alliance game on the bottom, then you have the FAF changes layer, then you have each individual mod layer ordered by UID from low to high. If you have multiple mods changing the same thing, then the top mod changes are the ones that go into the game.

If the mod changes a stat from the original games and you want to the remove that change, then in your mod you include a change for that stat to the original value.

I hope you follow what I am saying. I would have posted an example but I am a bit busy, perhaps when I have some time.
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Re: Etiquette for modifying mods

Postby Sheeo » 08 Apr 2015, 00:50

partytime wrote:There are mods that I am personalizing ... some things are improvements but some features I get rid of because I don't want them.

Perhaps some other people would want my variations.

What is the etiquette for putting variations of mods on the mod vault? Obviously 95% of the work was done by someone else in each case.


Unlikely that there is anything you would use that I made, but just to clarify: I reserve no rights to any code that I publish without a license.
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Re: Etiquette for modifying mods

Postby nine2 » 08 Apr 2015, 01:51

Goood idea mak!
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Re: Etiquette for modifying mods

Postby Myxir » 08 Apr 2015, 12:08

Sheeo wrote:Unlikely that there is anything you would use that I made, but just to clarify: I reserve no rights to any code that I publish without a license.

namestuff!

same for me: feel free to upload any variation of my mods as long they are not licensed and it's clear what their base is
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Re: Etiquette for modifying mods

Postby Resin_Smoker » 08 Apr 2015, 18:01

The Mak wrote:Another way to do it is to use hooks and have your mod set the mod you are using as a requirement. This way since you are only changing a few things, you do not have to include the other person’s complete work. Think of this in the same way as the way balance mods work.

Their mod stays separate and is downloaded in its entirety. Your mod has the other mod as a requirement, has a UID that is greater than the original mod, and has a number of hook or merge blueprint folders/files.

Now some files need to be copied whole in to your mod, such as model, animation, texture, and script files. (Technically you do not need the model file if you are just hiding a bone, take a look at how the map Survival Run adds a MonkeyLord with no laser on its top.) In these cases you need to make sure you have the same folder structure and file names and make sure the file contents are complete including your changes.

If you have not made any changes to the above file types and all your changes are in blueprints then it is a matter of merge blueprint statements.

Think of it as layers stacking up. You start with the base Forged Alliance game on the bottom, then you have the FAF changes layer, then you have each individual mod layer ordered by UID from low to high. If you have multiple mods changing the same thing, then the top mod changes are the ones that go into the game.

If the mod changes a stat from the original games and you want to the remove that change, then in your mod you include a change for that stat to the original value.

I hope you follow what I am saying. I would have posted an example but I am a bit busy, perhaps when I have some time.


This !
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Re: Etiquette for modifying mods

Postby Aurion » 09 Apr 2015, 12:00

Personally I don't think that licenses are overkill for this kind of stuff as the licenses anyone wants are probably up for grabs. Most of them probably should be MIT (like posts above).
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