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ModHQ 2.0

Share things you've made or found for games here.

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TKVNC
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Post by TKVNC »

rusty_shackleford wrote: December 23rd, 2024, 21:24
Vergil wrote: December 23rd, 2024, 21:04
Manual approval is kinda stupid tbh and will make people not wanna bother
opinions?
Logistics is the main downside, I think

I don't think it will put many people off, if they really want to host, but can't abide the Nexus ******

Steam workshop UI is awful so that's a different matter.
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Post by AliciaDurge »

rusty_shackleford wrote: June 10th, 2024, 22:35
It has been a while since I've discussed the status of the new ModHQ, but I've actually been working on a lot of features that were necessary to finish prior to continuing work on it.
So I thought I'd just touch base with those who care and let them know where I am currently.
I've been working on the frontend for a bit now after doing large amounts of the work required on the backend, testing out technology suitable for our needs, etc.,

The placeholder data is being pulled from the server, not generated on the frontend. That is, the infrastructure is all there to support this, I just need to finish the website itself. Could I have pulled data from the existing ModHQ? Sure, but A. It would have taken time to convert it, and B. There simply isn't enough data, I needed to generate a lot of data to see how the database queries perform.
Image


I still have a lot of work ahead of me, but yes, it is being worked on and has not been abandoned. I'll post more progress here as I finish up the various parts of the site that I have in varying degrees of working order.


*ahem* If you want to help the development go faster, you could consider donating.
Looks nice! Good luck with the project.
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Post by Stack of Turtles »

rusty_shackleford wrote: December 23rd, 2024, 21:24
Vergil wrote: December 23rd, 2024, 21:04
Manual approval is kinda stupid tbh and will make people not wanna bother
opinions?
There are definitely people (Canadians) like @Oyster Sauce who will get social anxiety at the thought that a real person might indirectly have to interact with their submissions.
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Post by Oyster Sauce »

Stack of Turtles wrote: December 23rd, 2024, 21:56
rusty_shackleford wrote: December 23rd, 2024, 21:24
Vergil wrote: December 23rd, 2024, 21:04
Manual approval is kinda stupid tbh and will make people not wanna bother
opinions?
There are definitely people (Canadians) like @Oyster Sauce who will get social anxiety at the thought that a real person might indirectly have to interact with their submissions.
Took Stack several days to feel brave enough to use his headset btw
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Post by rusty_shackleford »

I will probably change it to manually publishing your mod then. Unpublished mods won't show up on search but can be viewed manually, edited, and published.
Mods flagged for review will similarly be unable to be viewed, except they can only be accessed directly by the maintainers & moderators.


Not sure how the flagging system will be implemented yet. I'll probably just give known users the permission to flag mods for manual review.
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Post by rusty_shackleford »

rusty_shackleford wrote: December 4th, 2024, 21:26
If I commit to having something to show before the year ends that means my failure will be that much more spectacular!
Actually didn't do too bad. :turtle:
Redid some stuff based on feedback since last update, probably won't have anything new to show before the year ends, going to switch gears to fix some forum-related stuff then resume modhq work.
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Post by rusty_shackleford »

:yawn:
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Post by Vergil »

smdh we got Vergil unbanned before ModHQ 2.0
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by orinEsque »

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Post by rusty_shackleford »

@orinEsque @loregamer need you guys to show me what you want it to look like

mods tend to have multiple files, optional files, all versioned separately. Along with keeping old versions around.

probably going to use the OP of a thread for the description tab, put the rest of the thread under a discussions tab
Last edited by rusty_shackleford on February 12th, 2026, 02:16, edited 1 time in total.
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Post by orinEsque »

rusty_shackleford wrote: February 12th, 2026, 02:10
@orinEsque @loregamer need you guys to show me what you want it to look like

mods tend to have multiple files, optional files, all versioned separately. Along with keeping old versions around.

probably going to use the OP of a thread for the description tab, put the rest of the thread under a discussions tab
do you have some kind of screenshot of the empty dashboard so i can draw on it?
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Post by loregamer »

rusty_shackleford wrote: February 12th, 2026, 02:10
@orinEsque @loregamer need you guys to show me what you want it to look like

mods tend to have multiple files, optional files, all versioned separately. Along with keeping old versions around.

probably going to use the OP of a thread for the description tab, put the rest of the thread under a discussions tab
Mod page or whole UI? What you had before was looking good
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Post by orinEsque »

yes this one here is pretty good, perhaps a little bit less padding.
Last edited by orinEsque on February 12th, 2026, 03:10, edited 1 time in total.
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Post by orinEsque »

Image
Maybe like this?

Also look at how complicated this particular mod became:

Image
I wonder if you could have a user defined Custom Subcategory option other than just Main and optional.

Like I have a grouped hair together, eye together etc.
Last edited by orinEsque on February 12th, 2026, 03:38, edited 1 time in total.
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Post by rusty_shackleford »

orinEsque wrote: February 12th, 2026, 03:28
Image
Maybe like this?

Also look at how complicated this particular mod became:

Image
I wonder if you could have a user defined Custom Subcategory option other than just Main and optional.

Like I have a grouped hair together, eye together etc.
Feels like this is something a mod manager should be handling at this point
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Post by orinEsque »

rusty_shackleford wrote: February 12th, 2026, 04:28
orinEsque wrote: February 12th, 2026, 03:28
Image
Maybe like this?

Also look at how complicated this particular mod became:

Image
I wonder if you could have a user defined Custom Subcategory option other than just Main and optional.

Like I have a grouped hair together, eye together etc.
Feels like this is something a mod manager should be handling at this point
Hmm you're right :scratch-pipe: . Anyway i think a dropdown for versions would be good and version name and upload date on the same line but diff column perhaps
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Post by orinEsque »

orinEsque wrote: December 18th, 2024, 11:59

Awesome job.

I just came across something that might be of interest while you work on main and optional.
Wyll's of Toril for example has the option to change horns. Which is obviously optional. But to use the optional horn you have to download another mod, which is a dependency you need for the horn to work. I can't hardcode it as a dependency in the mod itself like usual and force a pop up because you can have multiple different base skin colours and which dependency you need is entirely based on the head you downloaded so its like this

MAIN: Neverwinter head
|_____Want horn?
ㅤㅤㅤㅤㅤYes
ㅤㅤㅤㅤㅤ|_________Download horn remover for Neverwinter (Dependency for horn)
ㅤㅤㅤㅤㅤ|_________Download a horn of your choice
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ |_____Horns
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ Horn A
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ Horn B
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ Horn C

MAIN: Calimshan head
|_____Want horn?
ㅤㅤㅤㅤㅤYes
ㅤㅤㅤㅤㅤ|_________Download horn remover for Calimshan (Dependency for horn)
ㅤㅤㅤㅤㅤ|_________Download a horn of your choice
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ |_____Horns
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ Horn A
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ Horn B
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ Horn C

You don't HAVE to cater for this. Just letting you know something like this can exist.
This is what i meant to say.
Last edited by orinEsque on February 12th, 2026, 04:58, edited 1 time in total.
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Post by rusty_shackleford »

We're going to keep using the forum as the backend, but it's going to get improvements so I can deploy a better frontend on modhq.org

here's what the coming changes look like:
Selection_008.webp
Before it goes live I want to have an upload widgeterino rather than having to paste filenames tho, it's being worked on.

on the forums, which will be a temporary stopgap, it would look like this:
Selection_007.webp
modhq will get individual mod pages, comments will be fetched from the relevant thread via the api, description will be from the op.
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Post by rusty_shackleford »

also fixed a few bugs while I was at it, like weird game names, errors being unable to submit should be gone, etc.,

also, only admins/moderators will be able to remove mods when it goes live
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Post by campersinc »

Just wanted to say I really like the new interface for editing mods - updating file, replacing pictures, etc. Much easier than dealing with imgur or having to upload to vault, then link the file. So, thanks!
Last edited by campersinc on May 19th, 2026, 18:18, edited 1 time in total.