Thanks again for all your contributions to Vortex.
I've noticed a pattern in your game extensions during your setup functions which I'd like to clarify. ``` function prepareForModding(discovery) { return fs.ensureDirWritableAsync(path.join(discovery.path, 'lang', 'mus', 'mods', 'textures', `sounds`, 'scaled')); } ``` Am I wrong in assuming that you expected the above code to create 'lang', 'mus', 'mods', etc. at the game's root folder?
You will find that function call to have created the following filePath: `/gameRoot/lang/mus/mods/textures/sounds/scales/`
Which as far as I can tell from the game's mods, that's not the expected folder structure!
As for the mods themselves, many of them need to be deployed into different folders to be loaded into the game. At best your extension would serve as an asset replacer as long as the mod is packaged correctly.
I suggest reading about Vortex installers https://wiki.nexusmods.com/index.php/Creating_a_game_extension_for_Vortex and how you can detect mod packaging patterns to install the mods correctly.
I'm afraid we will not be adding your extension to the manifest as the extension does not seem to be fit for purpose.
Hello, It seems like i misunderstood how the functions works,i'll try to rewrite the code. I plan to make a modding framework for these gamemaker games including Undertale. just like how i did for Zero Sievert and Pizza Tower
The modding framework will load sprite from mods/textures, load an audio files from mods/audio and also maybe a level creation framework that i planned to make by loading levels from a json files at mods/levels/ directory. All of them which is a Custom Directory
would that give it a pass to be added to the manifest ?
No harm done, having a modding framework and modifying the extension to deploy the mods to the custom directory you mentioned will indeed allow it to pass into the manifest. You may need to create a custom installer to cater for existing mods though!
3 comments
Thanks again for all your contributions to Vortex.
I've noticed a pattern in your game extensions during your setup functions which I'd like to clarify.
```
function prepareForModding(discovery) {
return fs.ensureDirWritableAsync(path.join(discovery.path, 'lang', 'mus', 'mods', 'textures', `sounds`, 'scaled'));
}
```
Am I wrong in assuming that you expected the above code to create 'lang', 'mus', 'mods', etc. at the game's root folder?
You will find that function call to have created the following filePath: `/gameRoot/lang/mus/mods/textures/sounds/scales/`
Which as far as I can tell from the game's mods, that's not the expected folder structure!
As for the mods themselves, many of them need to be deployed into different folders to be loaded into the game. At best your extension would serve as an asset replacer as long as the mod is packaged correctly.
I suggest reading about Vortex installers https://wiki.nexusmods.com/index.php/Creating_a_game_extension_for_Vortex
and how you can detect mod packaging patterns to install the mods correctly.
I'm afraid we will not be adding your extension to the manifest as the extension does not seem to be fit for purpose.
Regards,
Nagev
It seems like i misunderstood how the functions works,i'll try to rewrite the code.
I plan to make a modding framework for these gamemaker games including Undertale. just like how i did for Zero Sievert and Pizza Tower
The modding framework will load sprite from mods/textures, load an audio files from mods/audio and also maybe a level creation framework that i planned to make by loading levels from a json files at mods/levels/ directory. All of them which is a Custom Directory
would that give it a pass to be added to the manifest ?
No harm done, having a modding framework and modifying the extension to deploy the mods to the custom directory you mentioned will indeed allow it to pass into the manifest. You may need to create a custom installer to cater for existing mods though!
Cheers,
Nagev