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Added initial framework for FalloutNV #2127
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# Conflicts: # NexusMods.App.sln # src/NexusMods.App/Services.cs
This PR conflicts with |
# Conflicts: # src/Abstractions/NexusMods.Abstractions.NexusWebApi/Types/V2/GameId.cs
This PR doesn't conflict with |
Hi @MistaOmega, Thank you for your contribution. I would first like to apologise for your PR not being acknowledged sooner. While what you have here looks cool and would be a decent start to supporting Fallout New Vegas, we're not currently accepting community pull requests for game support - particularly for the core games on the website. We plan to tackle support for Bethesda games in-house as an upcoming project (roadmap). When we get to that point we'd love for you to be involved in the process. It is expected we'll start looking into Bethesda game support towards the end of this year. Right now, we're focused on adding the core app features we'll need (e.g. load order, conflict detection, mod updates) to better support these games. Thank you again for your contribution and your enthusiasm for our app! |
To be clear on this, we are doing a big spike on Bethesda game support starting next year. Until then we'll probably hold off on adding FalloutNV support. Bethesda games are fairly complex and we want to implement them one at a time in order to make sure we get the fundamentals solidified. Most likely the order will be SkyrimSE->Fallout4->Starfield->FalloutNV/3. I won't close this down, but just be aware that we'll likely ignore this PR and it'll probably get out-of-sync with the main repo once we add support for other games and features. |
This PR conflicts with |
I hope I've followed the usual structure of game addition here, I've referred to the docs so I think I've covered everything I need
With that said:
Relates to #38
Covers Steam, Epic, Xbox and GOG, (I've tested Epic and Steam)
A few things need resolving, hoping some people can help:
Tested with the following mods
That covers most of the basic types of mod I think
Note I couldn't install things like the MCM due to it being part of a .fomod extension, which I think we don't yet support