Nexus now allows mods for *any* game so that first bit won't even be a problem. That, and nexus was started for morrowind modding, I doubt APY would have any problems with Openmw mods being hosted there even if they didn't allow mods for any game.Okulo wrote:Y'know, people have been talking about making content for OpenMW more and more and that is great, but I still wonder how that would be delivered. Are you going to have your own repository or are you going to wait for fansites to offer downloads?Zini wrote:Also, that would be content. We don't do content. Of course any modder is free to create and provide this kind of mod outside of the project and if it is something cool (and legally unproblematic) we may link to it.
Suppose I want to create a texture pack specifically for OpenMW? And what of mods that change the source code? Like a mod that changes the leveling system? Or a mod that allows for a quick casting button a la the MCP? Or even a full-blown combat overhaul? Of course I could branch off from main, but I'd want my mod to be distributed independently from OpenMW so that it's fully optional and compatible with other mods. I had a very quick chat with a team member already who said that there's probably going to be some kind of API but I have no idea how to picture that.
Mods that change leveling should in no way require a source code change. Combat overhauls, at least those that have already been done, just need the extended scripts from MWSE and/or MWE (which MWSE (at one point, at least) was planned to be implemented post 1.0). In my opinion, these should be implemented before 1.0, but my opinion isn't the one that's important around here. I've said this at least once before, but without MWSE mod support, I'll never get to enjoy Openmw for more than just "oh that's neat". (Though if it can get me through Qarl's The Underground 2 without introducing a game-crashing bug to my save then it'll be more than worth it. I've started that thing at least a dozen times and have never been able to finish it T_T)
So mod hosting somewhere on the internet shouldn't be a problem. Like mentioned above, the only problem is the legality of the mods being hosted (and whether or not the hoster cares). For instance, when texturing a new weapon based off of a vanilla weapon, you have to make a copy of the mesh, make a new texture (or recolor the one already there) and then upload both the mesh (which isn't actually yours) and the texture (additionally the .esp, but that's besides the point). Bethesda hasn't had a problem with this before since it's for use in the same game, even though technically we've been redistributing their assets. As soon as we do that, though, specifically for a different engine (a la Openmw) that's when it becomes a problem. That's why it's probably not a good idea to do something like, oh, take all of the default land textures, add bump mapping, and then reupload that as a mod specifically for Openmw. One could argue that it is for the same game (and in my opinion I'd agree <see above where my opinion isn't the one that matters>), Bethesda's lawyers could argue the opposite, and they'd win 'cause they're more in the right than my opinion is.