Dekharen Posted August 3, 2023 Share Posted August 3, 2023 (edited) Hello ! This is a very simple couple of questions. I'm currently assisting a mod maker by making an application that will automatically configure the mod options and Modengine to work out of the box with as little configuration as possible.To do this, I'll pull the mod files (and possibly a couple other mods that are compatible) from Nexus Mods and programmatically insert them into the game.As of right now, while still developing, I'm getting the API key thanks to the SSO method & vortex slug. This works perfectly and will allow me to request the files, check for updates, & download whatever is needed to make the mod work or prompt for updates. I'd like to know if that usecase requires establishing a new slug, and if so, if "contacting the Community team" means posting here or if it means sending an email to the support team.Also, while I obviously implemented some confirmation of wanting to use said mods from the user, I'd like to know if NexusMods has some sort of rules over distributing mods, as I want to make sure that a mod possibly installing another mod to function doesn't pose an issue.For anyone curious, I'm establishing an interface for installing the DS3 coop overhaul mod ( https://www.nexusmods.com/darksouls3/mods/1574?tab=description ) that functions with either DS3OS (custom, handmade servers) or Painted Worlds as a quick and efficient way to P2P multiplayer (https://www.nexusmods.com/darksouls3/mods/1477?tab=description ). This mod requires to not use the official servers if you do not want to be shadowbanned, and I believe an executable file will be much more reliable for avoiding issues than installing the files.The software is made with Electron, Vite, React and TypeScript. Edited August 3, 2023 by Dekharen Link to comment Share on other sites More sharing options...
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