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Can anyone recommend a good host?


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#1 Phobia

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Posted 19 June 2010 - 12:47 AM

Since Zeke is nearing release (well, SoA release anyway), I was wondering if anyone could recommend a good host for my mod? Ideally this would include a discussion forum and a download option somewhere. Any suggestions are welcome, though. ^_^ Or is it frowned upon to host mods that are not yet released? I remember reading that somewhere. :huh: If that is the case, please forgive my silly question. :doh:
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#2 Jarno Mikkola

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Posted 19 June 2010 - 02:23 AM

Since Zeke is nearing release (well, SoA release anyway), I was wondering if anyone could recommend a good host for my mod?

Well, what size it the mod?
If it's less than 30 MB(at least on my account), you make an upload into here, you get a new thread in to the Miscellaneous Released Mods, and you then have the discussion and support thread at the same time... or at least I think I got it there once. For more uploding space you need to request it from the admins, or someone with the authority to give it to you.

Or is it frowned upon to host mods that are not yet released?

Only if it's someone elses mod... as bad as is to host old mods that have already been updated.

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#3 Yovaneth

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Posted 19 June 2010 - 03:15 AM

PM K'aeloree for a workroom.

-Y-

#4 Lava Del'Vortel

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Posted 19 June 2010 - 05:46 AM

Yeah, you should ask K'aeloree. You should test the mod before official release, have it proofread and then you may ask any of communities for hosting. That would be SHS, G3, PPG and CoM.
Workroom and hosting isn't one thing... just... talk to admin :P

Edited by Lava Del'Vortel, 19 June 2010 - 05:48 AM.


#5 berelinde

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Posted 19 June 2010 - 06:00 AM

Or is it frowned upon to host mods that are not yet released? I remember reading that somewhere. :huh: If that is the case, please forgive my silly question. :doh:

You probably have some idea where you would like the mod to be hosted when it is complete, so it might not be a bad idea to investigate the hosting policies of that community. Some grant public and/or private workrooms to mods that are still in progress but others require a working alpha before they will consider your mod for hosting. You might also want to check with the site administration whether you will have to apply for permanent hosting once the mod is publicly released. The last thing you need to consider is how you feel about editorial comments by the hosting committee. It's like publishing a book. The mod will be released as "An XYZ Community Mod," so it is possible that the hosting committee may ask you to make a few minor changes to better conform to community standards.

No matter where you apply, it will take some time for the hosting committee to reach a decision. This can range anywhere from a few hours to a month or more. I know it's difficult, but try to be patient. They haven't forgotten your request.

In my experience, it's sometimes best *not* to have a forum for your mod until after the mod is in active testing. If the mod has a forum, you will need to check it, and replying to various "Is it done yet?" posts can be very distracting. And it creates stress for the modder. If there is no activity on the board, you wonder why there isn't. Isn't anybody interested? Doesn't anybody care? If the board is flooded with posts, you spend all your time answering them and not working on the mod. Since this is your first mod, I'm sure that you are eager to have player feedback. You want to know whether your mod is eagerly anticipated and whether it will be well-received. It is and it will be. Have faith.

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#6 Phobia

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Posted 21 June 2010 - 11:43 PM

Thanks all! :hug:

You probably have some idea where you would like the mod to be hosted when it is complete, so it might not be a bad idea to investigate the hosting policies of that community. Some grant public and/or private workrooms to mods that are still in progress but others require a working alpha before they will consider your mod for hosting. You might also want to check with the site administration whether you will have to apply for permanent hosting once the mod is publicly released.


Workrooms and permanent hosting isn't always in one package? I didn't know that. It's good that I know now. :lol:

The last thing you need to consider is how you feel about editorial comments by the hosting committee. It's like publishing a book. The mod will be released as "An XYZ Community Mod," so it is possible that the hosting committee may ask you to make a few minor changes to better conform to community standards.


Yes, exactly. The same thing applies to releasing music on a label (yes, I'm a musician), although we kind of cheated back in the day and released our stuff ourselves without label support. :D I don't mind my mod being under a community's banner, although I probably won't change any major parts of my mods, like the story or something. Speaking of which, have there been cases where a community administrator refuses to host a (nearly or fully) completed mod because he/she feels the mod doesn't quite fit into the community picture?

In my experience, it's sometimes best *not* to have a forum for your mod until after the mod is in active testing. If the mod has a forum, you will need to check it, and replying to various "Is it done yet?" posts can be very distracting. And it creates stress for the modder. If there is no activity on the board, you wonder why there isn't. Isn't anybody interested? Doesn't anybody care? If the board is flooded with posts, you spend all your time answering them and not working on the mod. Since this is your first mod, I'm sure that you are eager to have player feedback. You want to know whether your mod is eagerly anticipated and whether it will be well-received. It is and it will be. Have faith.


That are some good points to consider. Yes, I think I'll wait until I get the darn kitty tested and proofread. :)
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#7 Kaeloree

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Posted 22 June 2010 - 01:42 AM

At SHS and G3, at least, the staff vote on hosting the mod in question, based on quality/coding standards/etc. We have had cases of mods being refused due to bad grammar/spelling, and some mods have received negative votes for particularly outlandish storylines, but I don't believe a mod has been refused hosting solely on the basis of story.

#8 cmorgan

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Posted 22 June 2010 - 08:46 AM

I agree with K'aeloree.

I think at PPG and CoM, it is at the discretion of the site owner, so only one person to convince - but that may actually make it harder. But if you are getting a good alpha, there are all sorts of folks who want to host good mods, and since you started the threads here, I'd start with K'aeloree anyways!

And, just to point it out - not being accepted for hosting at one community is *NOT* a knock against the mod. Over time, different communities have kind of figured out what they think represents a "ppg mod" or "shs mod" or "g3 mod" and such, and folks making these decisions factor that in, too. It can be a big kick in the teeth if the community says "we'll pass", and feel like a personal insult to what you have accomplished. And I don't know what's tougher - the polite but unfeedbackish G3 "thanks, but it just doesn't fit us right now" with no detail, or the SHS straightforward and direct feedback :D . Don't let it phase you - as a fellow musician, you know that even if you have a bar full of avid supporters, one night they love you and the next night they treat you like background music. The point is, you have a wide variety of communities that will be willing to help host your mod. Ask the one you are most involved with first, and if they pass, go shopping around.

I will tell you right now that getting hosted has nothing to do with who will download your mods, and who plays them. Some folks even go independent, as Rogue Rebalancing and EasyTutu did (is RR still independent, or is it hosted now?). And mods that get turned down in one community get happily hosted in another, at which point they take their place in the i.e. community and go on to the player, mission accomplished.

#9 Solaufein

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Posted 22 June 2010 - 12:48 PM

We at CoM give people a chance provided it does not involve pr0n, incest or other taboo subjects that I deem inappropriate. Unlike some places we are not a bunch of 1337est or a group that is preoccupied with being in a "clique". We have some unusual mods and ideas so share yours. All I ask is that work is done on it, shows progress and when released its properly maintained.
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#10 Phobia

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Posted 23 June 2010 - 04:48 AM

At SHS and G3, at least, the staff vote on hosting the mod in question, based on quality/coding standards/etc. We have had cases of mods being refused due to bad grammar/spelling, and some mods have received negative votes for particularly outlandish storylines, but I don't believe a mod has been refused hosting solely on the basis of story.


I agree with K'aeloree.

I think at PPG and CoM, it is at the discretion of the site owner, so only one person to convince - but that may actually make it harder. But if you are getting a good alpha, there are all sorts of folks who want to host good mods, and since you started the threads here, I'd start with K'aeloree anyways!


Well yes, I suppose having a working version out will make the mod more likely to be hosted somewhere. Although wouldn't it be a good idea to post a thread somewhere explaining what kind of ideas aren't accepted? Solaufein posted he's against porn, incest and other taboos, and while that's his and his site's right of course, wouldn't it be better to let people know beforehand before they start applying and get told no? Though I imagine most mods will make it through somehow. After all, the truly outrageous ideas that are being worked on are not very common...I think? Except for romancing a leopard boy, that is..eheheh... ^_^

Though quality...what decides a mod's quality? I understand writing and storylines are important, as is a working version of the mod in question. Though K'aeloree mentioned coding standards. I was unaware the coding of a mod must meet certain prerequisites before it's allowed to be hosted at some sites. What kind of coding standards are we talking about here?

And, just to point it out - not being accepted for hosting at one community is *NOT* a knock against the mod. Over time, different communities have kind of figured out what they think represents a "ppg mod" or "shs mod" or "g3 mod" and such, and folks making these decisions factor that in, too. It can be a big kick in the teeth if the community says "we'll pass", and feel like a personal insult to what you have accomplished. And I don't know what's tougher - the polite but unfeedbackish G3 "thanks, but it just doesn't fit us right now" with no detail, or the SHS straightforward and direct feedback :D . Don't let it phase you - as a fellow musician, you know that even if you have a bar full of avid supporters, one night they love you and the next night they treat you like background music. The point is, you have a wide variety of communities that will be willing to help host your mod. Ask the one you are most involved with first, and if they pass, go shopping around.


Hehe, that's one aspect of things I've never had to do regarding music. But yes, I understand.

I will tell you right now that getting hosted has nothing to do with who will download your mods, and who plays them. Some folks even go independent, as Rogue Rebalancing and EasyTutu did (is RR still independent, or is it hosted now?). And mods that get turned down in one community get happily hosted in another, at which point they take their place in the i.e. community and go on to the player, mission accomplished.


Oh I recognize that. I suppose going indie is a last resort kind of thing. At least I'm not a stranger to that.

Edited by Phobia, 23 June 2010 - 04:50 AM.

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#11 Lava Del'Vortel

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Posted 23 June 2010 - 04:59 AM

I was unaware the coding of a mod must meet certain prerequisites before it's allowed to be hosted at some sites. What kind of coding standards are we talking about here?

I think it means your mod just has to work, that is should me quite bugless and that you should try avoid incompatibilities. That's all. It doesn't mean that you have to put any specific sytem to your scripts etc :P Mod *has* to work as it should :)

#12 Kaeloree

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Posted 23 June 2010 - 05:05 AM

There aren't any "restrictions", per se, it's just what the staff votes. Of course things like explicit rape scenes aren't going to go down well, for example, but there aren't any hard and fast rules.

Quality--we look for good grammar, clear sentence structure and good writing. Consistent characterisation, lack of 'Mary Sue'-ness, good characterisation of the BioWare characters, etc etc. I would think these are generally widely-held views on what makes a mod 'good'. :) Proofreading is a plus.

Coding standards--we expect that the modder has checked out the latest coding standards by looking at the code of recent mods. That mods have been bug-tested, etc. That make more sense?

Mods are judged on a case-by-case basis, as well, so authors who have mods previously hosted on SHS still have to go through the same process.

#13 Phobia

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Posted 23 June 2010 - 07:18 AM

Righty, got it! :) Danke! :hug:
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