alannah-corvaine · 4 months ago
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a girl and her glasses!!
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nncc77 · 11 months ago
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{{BUTTONED//UP}}
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epic-semicolon-ftw · 1 year ago
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I believe myself to be funny.
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dylawas-reblogs · 10 months ago
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Me: has owned bg3 for a grand total of ~ 24 hours and only played for three of those hours
No one:
Absolutely no one:
Also me: but what if I learned to mod it
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bloodwards · 5 months ago
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um????? gay panic?????
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becca4leafclover · 9 months ago
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I could write an essay on how the MCRP community fundamentally screws over pixel skin artists
I hate sitting in like 4 different corners and feeling like NO ONE actually cares about my work
#once again thank you aphmau for normalizing stupid techniques within mcrp production#this is mostly about the overwhelming preference for HD skins within mcrp / mctv communities#and the assumption that pixel skins are 'lesser' to HD skins or only good for WIPs for HD later#but it does also apply to the fact that mcyt skin artist communites can barely get their own work recognized even when a cc wears it#people looooooveee block game but hate the art communities that keeps it going!#dont even get me started on the disrespect modders get when people offer to pay scammy forks for faster updates than the modmaker themself#im just tired of people saying that my 128x skins are overrated when theyre complimenting flat-shaded shaky-lineart HD skins#with a 64x hair base probably taken from planetminecraft#like the doublestandard is CRAAAAZZYYYY#its a catch 22 of the HD asset set monopoly default drives off potential new pixel skin artists from the mcrp/mctv community#but those skin artists cant find a place thats not being walked over in the broader mcyt community that needs skins way less often than mcrp#for the record this is from someone active in hermitcraft/empires/qsmp and was origins mcrp backstage and still helps with mcrp projects#and who makes both 64x64 and 128x128 skins and whos made HD skins in the past#hc/empires/qsmp fanbases not the actual backstage of those#this isnt brought about anything in particular except being in 2 mcrp production servers that only promote HD skins#and some of my personal experiences#becca rambles#minecraft skins#mcrp#mcyt#mctv
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literallyjusthereformods · 19 days ago
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I used to think modding was like sorcery.
Now I know it is much more like being a warlock. And your patron hates you.
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drag-oon23 · 4 months ago
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On one hand: mouse and keyboard finally work completely with my new code.
On the other hand: controllers are bork.
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k3tsun1 · 1 year ago
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Hiiii!! I wanna make some Minecraft Mod maker friends :3 I make cool stuff i promisse
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dwarf-vader-of-middle-earth · 4 months ago
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Hiring paid voice actor!!!
I'm a Skyrim modmaker, and I've currently got an unvoiced, dialogue-based mod that gives a previously unmarriageable voice type the potential for marriage. In the game, subtitles show up for marriage-related dialogue, however I have no actual voice acting since the game never had it programmed, and I'm looking to fix that by hiring someone who can voice act this specific voice type, therefore giving the dialogue accompanying audio.
Details are in the article linked to my mod.
The voice type is MaleNordCommander (if you've ever played Skyrim, the voice type is used by NPCs like male hold guards, Eorlund Gray-Mane, Hrongar, and Captain Lonely-Gale).
I WILL NOT ACCEPT AI-GENERATED SUBMISSIONS!!!! I am paying for voice acting only, not a generator that would otherwise steal this job opportunity from an actual artist, as well as use the voice of the original MaleNordCommander actor without permission.
Please, if you're interested, read the article linked above, and if you have any questions, my contact details are listed in there as well at the end, and you can absolutely reach out to me with whatever you'd like to know, and I'll answer asap!
If you're a voice actor capable of voicing this mod, please consider, and if not, please share so others who may be able to voice it can consider!
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nncc77 · 11 months ago
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VALERIE EXPRESSIONS 6/? 'NEW//PEEPERS'
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ireneakihabara · 2 years ago
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minecraft modmakers make new tree varieties the same way an anime will introduce characters with even more ridiculously huge boobs
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ping1n · 1 year ago
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Theres a trend I've noticed with the current era of minecraft modding.
It's a sort of... professionalism? We're seeing a lot more mods made by large teams rather than single creators. Theres also a lot more focus - theres a definite trend of larger mods with many distinct features being split up into multiple separate mods for each distinct feature, if that makes sense. That's probably largely driven by curseforge's revenue scheme - I guess it's more profitable to have 5 mods with 1 main feature and a million downloads each, than 1 mod with all 5 features and a million downloads.
I don't know if this corresponds to the latter trend or the former but theres a definite increase in library mods - mod makers are building a lot more infrastructure for their work but each team is building their own library.
And I really don't know how I feel about all this.
This trend of professionalism has lead to an increase in quality but it feels like its come at the cost of creativity - theres an obsession with fitting into the vanilla game, both mechanically and artistically. It feels like modern mods are focused on expanding and fleshing out the vanilla game in a cohesive way, in stark contrast to how earlier mods used vanilla as just a platform to build their own stuff. And I feel like this is a good thing, but I also feel sad for what came before.
And I really think you can trace this change back to minecraft's change in artstyle. Programmer Art is aptly named - the original graphics were quick and dirty textures thrown together so they could get on with making the actual game. And this fostered a lot of creativity in the modding community - a community largely comprised of programmers - who could imitate this artstyle very easily. The new artstyle is great, don't get me wrong, but it pressures modmakers to match it. This means the old generation of simply textured box machines look out of place in the new graphics. When the old graphics were simple it didn't feel wrong to have something wildly different thrown in there - think Thaumcraft's inexplicably 128x128 textures in a 16x16 game, or whatever the fuck was happening with draconic evolution - whereas the obvious thought and care put into the official art makes anything even remotely out of place look wrong.
This is definitely a factor in the increase of larger teams - it's a lot harder for one person to make a whole mod and a whole set of cohesive textures. And when something looks professional theres a pressure to make it function professionally as well - if it's going to fit in with the vanilla game visually it's going to have to fit in mechanically as well.
And again, I don't think this is necessarily a bad thing - indeed, this could all just be a result of the modding community maturing. But I do have some problems with it:
Firstly, I think its notable that previous eras of modding are associated with a specific version - 1.6.4, 1.7.10, 1.12.2. That's not the case now. There seems to be a lot more pressure to update to the latest version, which is combined with a sudden increase in vanilla update frequency. I think this has pretty drastic consequences. When the modding scene stayed still, as it did in 1.7.10 and 1.12.2, theres a lot of time for mods to get used to each other. Think back to 1.7.10 where magic mods were including references and counters to each other. With the much faster development to get every mod updated to the latest version with different mods getting updated at different times theres much less opportunity for intrinsic cross mod compatibility. This is combined with the recent split between fabric and forge, resulting in mods that ironically look very similar but with much less conscious compatibility.
Theres also something off about the art style. Theres a sort of shared style that you see across a lot of popular mods right now. It's not just that they look like vanilla textures - because in large part they look more like each other than they do vanilla. Idk if that makes sense. It's like theres a consistent artstyle for mods that is ever so slightly different from the art style of vanilla.
And this, of course, brings us to the elephant in the room.
They all look like fucking Create.
I said earlier that I thought these changes could all be traced back to the change in vanilla artstyle - and I still think that's true - but when you're tracing it back the line inevitably runs through that one mod.
Create was huge. Back when modding was still getting used to the artstyle changes, Create I think solidified the entire era. It was an aesthetically pleasing, stylistically cohesive, mechanically balanced and technically astounding mod. It was big enough to draw attention from vanilla players who had never played modded before then, bringing them in with expectations formed by it. Which, in turn, created a pressure in the community to replicate this success.
I'm gonna be honest - Create annoys me. I dislike the artstyle. I dislike the obsession with aesthetics and vanilla-like gameplay over functionality. I especially dislike how its found in literally every modpack for recent versions.
But (reluctantly) putting aside my dislike of Create, I begrudgingly admit that all in all, these trends are overall good for modding. As I said earlier, they're a sign of a maturing community. But I'll still miss how mods in earlier eras were much more free to be completely batshit, or pure functionality (rftools and mahou tsukai come to mind as mods that have largely ignored the changes in the community). Every era has it's own feel and if what's new isnt for me, that's fine. Maybe I'm just old and bitter and this is all in my own head - I'm not a modder, I've just been playing this game a long time.
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ratchsellsfornax · 5 months ago
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THE HAIRALD OF ANDRASTE
·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙·͙*̩̩͙˚̩̥̩̥*̩̩̥͙ ✩ *̩̩̥͙˚̩̥̩̥*̩̩͙‧͙
Just for your information, since more and more of my mods are being downloaded again and getting requests for ports: I have finished the modmaking for DA:O and will not release any more mods for this game!! I am happy to renew expired Mediafire links or offer support for modding questions regarding hair ports.
Many thanks to you all, who have accompanied me through my modding journeys for about 12 years now!
Happy Modding!
Risi
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arcandoria · 7 months ago
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In light of the last bit of Nexus User Entitlement and me still being miffed about it, let's try to make something positive out of it and shed some clarity why certain private mods cannot simply be made public (aside from, obviously, one not wanting them to be public in the first place):
Not always you can just yeet a .archive into the big world wide web. Some mods require frameworks, some mods require specific structures, some mods need to function in specific ways in order for them to be available universally. These same mods can work perfectly fine in the modder's game because it's held by duct tape and glue as the modder knows they won't put anything in their game that will break it, or they've made it using a framework that is not ideal for public release, but works just fine for their own needs, etc. 90% of my OCs are NPVs. Their mods are not made in a way I can load on PlayerV. I'd have to convert them into something else or put them in a framework. Some of my NPV clothes are badly chopped at the edge because it's going inside a specific pants or boots and I don't need to worry about that edge showing. It's just not fit for release because I didn't make it thinking about release. This is true for many, many modmakers.
A modmaker with an ounce of responsibility will want to publish a mod with a degree of proper documentation, showcase what it does / what it looks like, and offer said mod support and troubleshooting after it's released. This is a lot of work, even if you do it lazily.
There are dozens of body mods available for Cyberpunk currently. The ideal way of working for a mod that you intend to publicly release is to fit it for the vanilla/default bodies first, and adapt to the others later. Doing the inverse process is definitely doable but extremely counterproductive. So just because someone has a mod currently working on their OC, it does not mean it'll even fit another if their body types don't match. This is also true for hairs or jewelry or other accessories.
There are many ways of making certain things, and more often than not, these conflict with each other. Some body mods cannot be used alongside certain frameworks, which means a modmaker would have to either learn a new system and convert to it, or make their mod compatible to multiple options. This has to be a conscious choice from the start, or the modder has to actively decide to do all of this conversion after something is already done (which isn't necessarily hard, but still, extra work).
Feeling frustrated or upset that you cannot have a certain mod is fair. It's a human response and it's understandable. But popping a private mod into the world isn't as deal and done it might seem from a technical level - and even if it is easy, people who pour their time into a creative outlet are allowed to keep things for themselves!
I am thoroughly against refusing to help people to achieve the same/similar result of something you worked on. We are a community and helping each other is paramount to keep modding going and improving. Don't ever uphold knowledge from others, but do not feel pressured into sharing the results of your labor either.
My Cyberpunk Modding Tutorials Cyberpunk Modding Wiki Cyberpunk Modding Discord
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samueldays · 5 months ago
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My intermittent Factorio Space Exploration multiplayer game has reached one of the high points of cursing the modmaker:
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Arcospheres.
After much looking at the arcosphere folding and inversion recipes, I tried drawing up a helpful arcosphere transformation diagram to get the other players up to speed. They looked at it and made jokes about understanding even less than before. :D So now it has been agreed I should handle the arcospheres, while the others handle the naq supply and the interplanetary logistics and stuff.
I plan to do a longer retrospective once the game is done, but a TL;DR warning: Space Exploration is padded and obstructionist and has false advertising, "not a scale challenge" my ass. Regular Factorio caps out at 1000 sets of science packs to research the victory tech (rocket), and its prerequisites cost 300. Space Exploration hits 6400 on the path to victory, with multiple 5000s. This extra factor of 10ish sure feels like a scale challenge to me.
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