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
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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.

Do you have any doubts?

Our team is there for you

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