#or I refuse to learn cyberpunk clothes modding
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yk the deeper into game modding you get and wading through the jungle of cores, script extenders, tweaks, and requirements upon requirements of bases, only for a stray hotfix update to tramble this house of cards and now every mod in the familytree needs to be updated.
Really makes you grow to appreciate good old replacer mods. Just a simple mesh swap.
#or I refuse to learn cyberpunk clothes modding#if it's not a simple .archive file it's not going on my poor steam deck. Linux is already its own circus pls have mercy with your monkeys
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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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