Game Modding Workshop
A modding community: a tagged releases forum, help by discipline, tools, a playtesting wing and bug reports.
- 9 categories
- 33 channels
- 15 roles
- Medium
Choose a server, review what will be created or reused, then confirm. Merge keeps what you have; replace rebuilds the server. Vetox takes a safety backup first either way.
Server structure
Channels
WORKSHOP ENTRANCE
- workshop-guide
Where to release, where to ask, how to become a Playtester and how to raise a rights complaint. The panels live here.
- workshop-rules
Credit your sources, no reuploads of other people's mods, no paywalled builds in the releases forum, keep bug reports civil.
- workshop-announcements
Release nights, modding jams, rule changes and workshop news.
- specialty-roles
Pick Scripter, 3D Artist, Texture Artist or Sound Designer so collaboration requests find you, and Release Ping for new mods.
- game-patch-watch
When the base game updates and mods break. Staff post the patch notes and which frameworks are affected.
RELEASES
- mod-releases
One thread per mod. Put the download, requirements and screenshots in the first post and keep the thread updated.
- release-feedback
Reviews and suggestions for released mods. Name the mod and the version. Bugs go in the bug forum, not here.
- update-changelogs
Version bumps from verified authors, one message per update with what changed.
MODDING HELP
- scripting-help
Scripts, hooks, APIs and the error that makes no sense. Paste the log, not a screenshot of it.
- modeling-and-textures
Meshes, rigs, UVs, texture formats and export settings for the game's pipeline.
- audio-and-music
Sound replacement, music packs, formats and loop points.
- load-order-and-conflicts
For users: two mods fight, the game crashes on load, the texture is purple. Post your load order.
TOOLS & RESOURCES
- tools-and-editors
Editors, unpackers, converters and frameworks, with the version they work on.
- tutorials-and-docs
One thread per tutorial or reference. Tag it so a beginner can filter to Beginner.
- asset-library
Free-to-use assets shared by members, with the licence stated in the post.
PLAYTESTING
- test-builds
Pre-release builds from authors with what to test and which version to run. Not for redistribution.
- test-reports
What you tested, on what hardware, what broke. One report per build.
- Playtest Session
BUG REPORTS
- bug-reports
One thread per bug: mod, version, steps to reproduce, log. Authors tag it when it is fixed.
- crash-logs10s slowmode
Full crash logs as files, with the mod list. Link the bug thread they belong to.
- known-issues
Current known problems and workarounds, maintained by verified authors and curators. Read before reporting.
COMMONS
- workshop-chat
General chat for the workshop. Mods, the game, the tools, the coffee.
- wip-screenshots
Work in progress. Half-textured models and broken shaders welcome.
- collab-board
Looking for a scripter, an artist or a composer for your mod? Post the project and what you need.
VOICE
- Workshop Floor
- Pair Modding
- Showcase Stage
- AFK
STAFF
- staff-chat
Coordination between curators, moderators and admins.
- release-review
New release threads awaiting a curator check: does it work, is it credited, is it really a release.
- takedown-requests
Rights complaints and reupload reports from tickets, with the evidence and the outcome.
- vetox-logsHidden from @everyone
Vetox posts moderation, join and message logs here.
- Staff Voice
Roles
- Workshop LeadAdministrator
- AdminAdministrator
- ModeratorModerator
- CuratorModerator
- Verified Modder
- Modder
- Playtester
- Member
- Scripter
- 3D Artist
- Texture Artist
- Sound Designer
- Release Ping
- Muted
Overview
A workshop for people who make and use mods for one game or an engine, laid out so a release, a question and a bug never share a channel. Releases is the shopfront: #mod-releases is a forum with one thread per mod and tags for Gameplay, Visual, QoL, Total Conversion, Utility and Beta, so a user browsing for a fix finds it without scrolling through chat; #release-feedback and #update-changelogs sit beside it. Modding Help is split by discipline because the answers come from different people: #scripting-help, #modeling-and-textures, #audio-and-music, and #load-order-and-conflicts for the user-side problems that are really about install order. Tools and Resources carries #tools-and-editors, a #tutorials-and-docs forum and an #asset-library for shared free assets. Playtesting is a hidden wing: #test-builds and #test-reports plus a Playtest Session voice room, visible to Playtesters, Modders and staff only, so an unfinished build is never mistaken for a release. Bug Reports is a forum tagged Crash, Visual, Balance, Compatibility and Fixed, with #crash-logs beside it and a read-only #known-issues so the same crash is not reported thirty times after a game patch. #game-patch-watch is the read-only channel where staff post when the base game updates and mods break. Voice is a workshop floor, a two-seat pairing room and a Showcase Stage for release nights.
When to use it
Mods for your game are scattered across a chat where a release, a crash log and a beginner's texture question all land in the same scroll. Users cannot find the current version and authors cannot find their own bug reports. This layout gives releases a tagged forum, help a channel per discipline, testing a private wing and bugs a triage forum with a known-issues list.
What makes it different
- #mod-releases is a forum with a thread per mod and tags by type, so the current version is always findable.
- Playtesting is hidden from the public, so beta builds are never mistaken for releases.
- #bug-reports is tagged Crash, Visual, Balance, Compatibility and Fixed, with #known-issues beside it.
- Help is split by discipline: scripting, models and textures, audio, and load order.
- Showcase Stage gives release nights a host and an audience instead of a crowded voice room.
Recommended Vetox setup
Self-Roles
Post a Self-Roles panel in #specialty-roles for Scripter, 3D Artist, Texture Artist, Sound Designer and Release Ping so #collab-board requests reach the right craft.
Applications
Use an Applications form in #workshop-guide to admit Playtesters, asking for their game version and hardware so #test-reports come with the details attached.
Notifications
Add the game's Steam news to Notifications targeting #game-patch-watch so authors hear about a breaking patch the hour it ships.
Starboard
Point Starboard at #wip-screenshots so the community pins the work in progress that deserves a thread in #mod-releases.
Tickets
Put a ticket panel in #workshop-guide for takedown and asset-rights requests so they are handled in #takedown-requests, never argued in public.
Questions
Is this for one game or many?
One game or one engine works best, because the help channels assume a shared toolchain. For several games, duplicate the Releases and Bug Reports categories per game and keep Modding Help shared; the disciplines are the same across titles.
How does someone become a Playtester?
They apply through the panel in #workshop-guide and a staff member gives them the Playtester role. That role reveals #test-builds, #test-reports and the Playtest Session voice room. Modders and Verified Modders see the wing too, so authors can talk directly to their testers.
What is the difference between Modder and Verified Modder?
Modder is self-declared: anyone who publishes in #mod-releases. Verified Modder is given by a Curator to authors with a track record, and it is the role that can post in #known-issues and #update-changelogs, which keeps those two read-only channels trustworthy.
Where do takedown or asset-rights complaints go?
They open a ticket from the panel in #workshop-guide and staff handle it in the hidden #takedown-requests channel. Never argue rights in #release-feedback; keep the public thread factual and move the dispute private.
Common mistakes
- Posting beta builds in the releases forum, which teaches users that a release may not work.
- One help channel for everything, so a shader question and a script error compete for the same three experts.
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