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  • CurseForge Comms for Apr 7th, 2017

    • By Flamegoat
    • Apr 7, 2017
    • Category IconNews
    • 0

    Greetings and salutations, Authors!

     

    As many of you may have noticed recently, many things have been changing in the last 6 months for Curse. We know there are plenty of questions, concerns, and issues that have been brought to our attention.

     

    The team has been wanting to develop a more clear communication pipeline between our development team and the communities for quite some time. Due to lack of resources and staff, this hasn’t been something we have had any way of effectively carrying out. Not to mention, many things we were working on we just could not discuss for logistical and business reasons.

     

    Which brings me straight to the point of this article...

     

    Starting today, and continuing semi-monthly (maybe more!), we’ll be putting together a post consolidating all of the changes, fixes, features, etc that we’ve completed or are working on. Some weeks will have a lot of things, some weeks won’t. Either way, we’re going to do what we can to communicate with you the things we feel you would want to know.

     

    This won’t always just be a changelog, but will also include information about events we’re attending, places we’re going to be, cool things we want to share with you guys and in general a more open and honest window into the week to week here at CurseForge.

     

    This first round up is very WoW heavy - but we’re doing our best to balance out the work so future updates will be a bit more diverse! So without further ado, here’s a list of the most recent fixes!

     

    Fixed and released:

    • Found a missing digit for @packager-date-integer (WoW)
    • Tags no longer spit out exclusively Alphas from Mercurial repo (WoW)
    • Localization will no longer duplicate itself when deleting (WoW)
    • An “Unhandled Exception” in the WoW Packager has been handled, preventing files from incorrectly being flagged as complete prematurely (WoW)
    • WoW Packager now correctly outputs UTF-8 encoding in changelogs (WoW)
    • SVN Packager no longer repackages the latest tag for every commit. (WoW)
    • Packager now realizes when repos have changed their type (WoW)
    • Packager has gone to school and names Alphas a bit more clearly (WoW)
    • When exporting tables, quotes are no longer trimmed off the end (WoW)
    • You can now import and export localizations via API (WoW)
    • Fixed edge cases where syncer would not sync projects to client (WoW)
    • Block downloads on files until they are fully processed (WoW)
    • Translations “Needs Review” checkbox now defaults to true (WoW)
    • You can now delete localizations without the website complaining (WoW)
    • Localizations managers can now manage localizations (yea I know) (WoW)
    • Localizations no longer freak out when editing their namespaces (WoW)
    • Fixed crash when importing translations with “Delete if no Translations” selected (WoW)
    • Rewrote Maven handler to adhere closer to Maven standards (Minecraft)
    • Removed API requirement from Maven (Minecraft)
    • World of Tanks now supports .wotmod uploads (WoT)
    • Changelogs have been cut in half or more (no longer duplicating) (Various)
    • Added “Thanks” to appropriate communities for better  user interaction. (Various)
    • Trying to access a project on the wrong site will now redirect you to the correct site (All)
    • Users can no longer see tickets marked as SPAM (you’re welcome) (All)
    • Trying to access a project by it’s ID will correctly redirect to the project (All)
    • Filters on project listings will now remember your last settings across sessions (per site) (All)
    • Uploading images will now correctly re-submit your project for moderation if required (All)
    • Issues now have default template options (All)
    • Issue managers can now properly manage issue settings such as Tags (All)
    • Fixed crash in Project Pages (x3, yep there were multiples) (All)
    • Replies now reply accordingly in comments and forum threads (All)
    • General speed improvements (SQL indexes added to reduce query times) (All)

    Eventually, we hope the fix list is relatively short. Not because we will ever stop fixing bugs, but because we hope we don’t create them faster than we fix them! But these posts aren’t just about what we’ve done, it’s also about what we’re doing. In addition to these fixes, we also have updates that will be going live in next week's release:

     

    Things in QA (Fixes coming soon!)

    • File uploads to WoWAce blocked correctly (WoW)
    • If your file does not need Localizations the original file will be served to the users (WoW)
    • Action Logs for the Packager! Now with more info! (If it fails, we’ll try to provide info on why) (WoW)
    • You can now change your project name and slug independently (HOORAY!!) (All)
    • File Details page now shows upload date (All)
    • Hashtags no longer break the everything (handled correctly in download links) (All)
    • Tag deletion now removes the tag from associated issues (All)
    • File uploads to Abandoned or Inactive projects will now re-activate those projects (All)
    • Changing slugs temporarily preserves old slug as a redirect to new slug (All)

    Lastly, I want to talk a little about the future of CurseForge. I know with all of the changes there are quite a few concerns about Author Rewards, CurseForge as a business, the state of individual communities, and much much more.

     

    First and foremost, the team here at CurseForge is 100% committed to CurseForge. In fact, we’ve organized ourselves as a proper division within the company, and as a team we have chosen to double down on our core ideals, motivations, and passion for what these sites are. In the last several weeks, as we’ve met and planned, I’ve seen renewed passion and excitement from the entire team.

     

    We’re not going anywhere!

     

    As for other concerns, there will be further announcements and info regarding most if not all of the major points in the coming weeks. We will be absolutely sure to let you know right here, from this point forward, any time there is important news regarding CurseForge.

     

    Wow! This is a long one, but I wanted to make sure I was clear and thorough. Now, what I need from you guys is feedback. Give us whatever you’ve got down below. The only thing I ask is that you keep it constructive. Many of you who have come across me in forums and comment threads know that I’m happy to take constructive criticism, even if it’s harsh - but rude, non constructive, or disrespectful comments are still not appropriate and may be removed.

     

    Keep it clear for real issues, comments, and discussion so that we can easily pick those up, track them, and get them into our tracker.

     

    That vast majority of those who I’ve spoken to, even the most outspoken of the communities, are driven by passion. That’s something that no matter how harsh it comes across, we will take with open arms.

     

    Thanks for reading!

    Your friendly neighborhood MrFlamegoat

    0
  • Curse and Twitch are joining forces!

    • By Flamegoat
    • Feb 28, 2017
    • Category IconNews
    • 1

    Hello Authors!

     

    Today we’re happy to announce the ability to merge your Twitch account with Curse! As many of you know, and some of you don’t know, Curse was acquired by Twitch in late August of 2016.

     

    Since then we have been working diligently behind the scenes to integrate Twitch services and offerings into our ecosystem, as well as ours into theirs. This is the next step in that process.

     

    Unifying the login process is the first step in allowing us to offload much of the development load back to home base and move our resources more to just working on the individual experiences of each community.

     

    In addition to this, it means that there is now a much narrower entry point helping to prevent spambot creation.

     

    Okay, fluff is out of the way. Let’s get down to business!

     

    What’s happening to my CurseForge account?

     

    Nothing! This only changes how you authenticate with our services. We’re just adding the ability for you to login with your Twitch credentials! That’s it.

     

    A few things to note:

     

    • Your CurseForge display name will stay the same if you choose
    • You will not lose any of your forum posts, site activity, or account information
    • Merging accounts is completely optional for now
    • This brings in the much requested ability to enable 2FA. You can merge your accounts and enable 2FA on your Twitch profile page.
    • Merged accounts gain access to premium addon features inside Curse App

    Once you’ve merged your accounts, you will from that point forward log into CurseForge with your Twitch credentials.

     

    Although merging is currently optional, this will change in the future as we move to simplify and secure the authentication process.

     

    Cool. Now HOW do I merge my account?

     

    That’s the easy part! The next time you go to login, you will have the option to either login with your Curse credentials, or your Twitch account. You can easily create a Twitch account if you do not have one currently. After creating/logging in with Twitch and authorizing Curse access to your Twitch account, you will be asked to enter your Curse credentials.

     

    Poof! Connected. From this point forward, you should login in to CurseForge with your Twitch account. It’s that simple.

     

    During this process, you may be given the option to update your Display Name. Please note that this does not affect your username, which will become your Twitch username, but only affects the name people see which works the same as it always has.

     

    Ew! Twitch?! What is that, I don’t like it, I don’t watch live streams, etc etc etc!

     

    No worries! It’s optional for the time being. Furthermore, once you create your Twitch account, you aren’t required to go there unless you want to. (Editor’s Note: As a streamer, I’m biased. I personally love the place).

     

    This move’s primary goal is to consolidate our resources into a central location. We have hundreds of thousands of users coming in and out of CurseForge, and not utilizing the resources available to us would be silly.

     

    Help! Something has gone horribly, terribly wrong!

     

    Got Twitter? @CurseForge - we’ll be watching it around the clock.

    Got E-Mail? cfmoderation[at]curse.com

    Got Internet? https://support.curse.com - submit a ticket, this goes to the whole team!

    1 latest comment by ssheridavis Jump to Comment
  • Holiday Hours

    • By Torhal
    • Nov 10, 2016
    • Category IconNews
    • 7

    Hey guys!

    The holidays are coming up quick and with that we have our family gatherings to attend to (or you know, sitting on the couch eating ham and watching TV)! Since we prefer to spend out holidays with our family instead of looking over files all day we will have limited availability to approval files/projects or answer questions during this time. Below you can find our full schedule, while most of these days are marked unavailable one of us might check in randomly during the day to clear the queue out. On Christmas Eve I will make sure the queue is clear before I head to bed to prevent any 24-hour delays. If you have an emergency or concern feel free to reach out to me on twitter (@ZeldoKavira) and if I see it I will be glad to help :)

    • Thanksgiving (11/24)
      • No availability. Expect 6-18 hour delays.
    • Black Friday (11/25)
      • Limited Availability. Expect 1-2 hour delays.
    • Christmas Eve (12/24)
      • No availability. Expect 6-18 hour delays.
    • Christmas Day (12/25)
      • No availability. Expect 6-18 hour delays.
    • New Years Eve (12/31)
      • Limited Availability after 4PM PST. Expect 4-6 hour delays.
      • Click here and add your city to see what time this is where you live!
    • New Years Day (1/1)
      • Limited Availability before 12AM PST. Expect 4-6 hour delays.
      • Click here and add your city to see what time this is where you live!

     

    Separate from our Holiday hours we recently hired a new moderator to help with our work load. We have all been working 7 days a week for quite a few months to keep up with you guys and your awesome mods/addons but we are looking forward to time off again! That said we are still a little understaffed and so there will be two 8 hour periods in which the queue will not be covered every week. These will be the same every week and easily predictable in case anything comes up! We went through our stats and these two shifts are the least impactful for you guys, but we understand this can be frustrating apologize for the inconvenience. This will kick in starting next week.

    • Tuesdays from 12AM to 8AM PST
    • Wednesdays from 12AM to 8AM PST 

    Here are these times converted to a few time zones:

    • EST: 3AM-12AM
    • AEST: 7PM-3AM
    • CET: 9AM-5PM

    Thanks!Zeldo

    7 latest comment by faizaand_ Jump to Comment
  • RSVP CurseForge Pax South Community Dinner

    • By jadedcat
    • Jan 14, 2015
    • Category IconNews
    • 0

    If you are headed to Pax South, or you will be in the San Antonio,TX area on Saturday Jan 24th, you are invited to dinner on us. In the tradition of Texas dinner will be steak. There may be vegetables hidden somewhere.*

    Dinner will start at 7pm. You must be 17+ to attend. You must be 21+ with valid ID to drink alcohol. Come hang out with FTB, Curse, streamers, youtubers, authors, and anyone else that stops in.

    Space is limited, RSVP to [email protected] for confirmation of seating and location.

    0
  • Upcoming Approval Delays

    • By jadedcat
    • Jan 14, 2015
    • Category IconNews
    • 3

    Half of the CurseForge team is headed to Pax South Jan 22-26th. During this time approvals may take slightly longer than normal, especially during the 10pm to 10am shift (CST). We will still be checking the queues and approving files, but we will be away from our computers with only hotel internet to rely on, so delays may occur. If you are going to be at Pax South, come find us and say hi. Or RSVP for the CurseForge Dinner.

    3 latest comment by Forge_User_49511134 Jump to Comment
  • CurseForge and FTB PAXPrime Community Dinner

    • By Kaelten
    • Aug 21, 2014
    • Category IconNews
    • 5

    Attention all CurseForge authors, and other creative types!

    Are you in Seattle for PAX Prime? Do you happen to be in the area for other reasons on Saturday August 30th? If so you are coordially invited to dinner and a show on us. We're going to start with dinner at the Triple Door and stay to watch Cards Against Humanity, the Nerdologues, and Improvised Star Trek for an improv show.

    Dinner starts at 6:30PM, and the show is slanted to start at 8:00PM. You must be 17+ to attend, 21+ to imbibe alcohol. You're welcome to come hangout with us, the Feed The Beast Crew, and other authors, artists, youtubers, or who ever the cat may drag in...

    Space is limited, so you'll have to RSVP by sending a PM using this link. We will confirm reservations as space is available.

    5 latest comment by _ForgeUser23820577 Jump to Comment
  • Kerbal Space Program and Curse Join Forces

    • By Torhal
    • May 6, 2014
    • Category IconNews
    • 12

    https://gallery.mailchimp.com/b6db0f22683354ef14b227b78/images/webLogo.1.png

    Kerbal Space Program, Curse.com Partner Together
    For Updated Modding Community Website


    Kerbal Spaceport will now be part of CurseForge modding community

    Squad, the developers of the award-winning space agency sim game Kerbal Space Program, announced a partnership with Curse.com to partner on a new website for Kerbal Spaceport, the host site for the game’s popular modding community.

    Starting today, modders will be welcomed to start updating and uploading their KSP game mods to http://kerbal.curseforge.com. The existing website, http://KerbalSpaceport.com, will remain open for modders to transfer their mods to the new site but will no longer be accepting new mods. Players will go to Curse.com to find Kerbal Space Program mods.

    “Modders have helped make Kerbal Space Program a more open, more rewarding game experience for our players,” Squad chief operating officer Adrian Goya said. “Curse is an important partner because their team is passionate and experienced in caring for and growing online game communities, such as our amazing playerbase for Kerbal Space Program.”

    "We've got a great platform and a tremendous team that will be supporting the amazing modders for Kerbal Space Program," said Bryan McLemore, Curse's Author Platform Evangelist. "We also expect the millions of gamers who frequent Curse every month to see Kerbal Space Program as a great addition to our existing community."

    Kerbal Space Program recently won the 2013 Game Developers Choice Audience Award, which is voted online by gamers from all games nominated, including indie and AAA titles. KerbalSpaceport, the home for KSP mods, has more than 2,000 pieces of user-generated content to allow for players to customize their KSP experience. As part of CurseForge, modders will now have a bigger audience to share their mods and will have the opportunity to participate in ad-generated revenue sharing.

    About Squad

    Squad is a multimedia marketing agency located in Mexico City and the development studio behind award-winning, independent video game, Kerbal Space Program. Founded by Ezequiel Ayarza and Adrian Goya, Squad offers partners a creative and unique way to tap into the blooming Mexican market with its interactive displays, artistic vision and well-rounded marketing skill set. Squad develops Kerbal Space Program through its early access program, which allows players the opportunity to try the game demo for free or buy the game now, while it’s still in development.

    12 latest comment by rycerzodie Jump to Comment
  • Repo Maintenance

    • By jadedcat
    • May 1, 2014
    • Category IconNews
    • 9

    The CurseForge Git HG and SVN repos will be offline for aprox 3-5 hours while the maintenance goblins do some work on the servers and evict some gremlins. Don't panic, normal operating behavior will resume as soon as possible.

    Ways to spend your time while waiting:

    - Tea
    - Cocoa
    - get a massage
    - go outside, the graphics are incredible
    - watch a movie or 2
    - try out a new game
    - read a book
    - look up cat pictures

    https://i.chzbgr.com/maxW500/3641435136/hB184B257/

    9 latest comment by _ForgeUser12356651 Jump to Comment
  • Scheduled Maintenance Notice, January 22nd at 10PM CST

    • By Torhal
    • Jan 21, 2014
    • Category IconNews
    • 3

    On January 22nd, at 10pm CST, we will be performing scheduled maintenance on the site an estimated downtime of no longer than an hour.

    3 latest comment by nevcairiel Jump to Comment
  • Canadian Amazon Gift Cards

    • By Torhal
    • Nov 13, 2013
    • Category IconNews
    • 6

    Hey folks,

    After a long wait, we are happy to announce the addition of Amazon.ca Gift Cards to the CurseForge Store! No longer are Canadian authors locked into PayPal for their point expenditures; we have $10, $20, $50, and $100 Gift Cards in stock now.

    6 latest comment by Ackis81 Jump to Comment
  • New Store Launched

    • By Torhal
    • Oct 9, 2013
    • Category IconNews
    • 21

    Hi Everyone,

    Today we launch our new store! This is the first in a series of releases that will revamp the whole of CurseForge and all the sites powered by it. Through this we'll be modernizing the layout and style of the sites as well as addressing the long standing concerns many of our authors have had.

    It's important to know that many actions related to points need to be completed from within the new store. Purchasing points, viewing your totals and history, as well as transferring points to other users. Project reward splits are still configured on the current site.

    Below you'll find a nice screenshot of the general layout of the new store. We already have a list of improvements for the next iteration. You have my word that they'll be here soon, but please give us your feedback as well. We'd love to know what you guys think.

    The new store can be found at store.curseforge.com.

    http://o7.no/16SpKoX

    21 latest comment by Forge_User_99225156 Jump to Comment
  • Store Offline for Maintenance

    • By prencher
    • Oct 9, 2013
    • Category IconNews
    • 0

    Hi all,

    We've taken the store offline for maintenance. Don't worry, this has no effect on your points or your orders. It will be back online later today.

    0
  • Repository Hosting Restored

    • By prencher
    • Sep 18, 2013
    • Category IconNews
    • 16

    Earlier today, we migrated to a shiny new stack on shiny new servers. As part of this, we're also migrating the repository services, which will remain offline for a little while longer.

    Not to worry, your repositories are safe and sound, we're just doing the repository server move out of band of the main migration.

    I'll update this post once repository services are back online.

    Update: Repo services have been restored.

    16 latest comment by _ForgeUser11248382 Jump to Comment
  • Subversion Rollbacks for a Subset of Repositories

    • By prencher
    • Nov 7, 2012
    • Category IconNews
    • 3

    Due to some unforseen complications during a routine maintenance, we've had to temporarily disable access to subversion repositories in order to do rollbacks on a subset of repositories.

    Update 12:42am CST / 06:42 UTC:

    All affected repositories have been restored to their latest backups from this sunday and access to repositories have been restored. Unfortunately, that is the most recent backup we have where we know the issue not to be present. All affected repositories have had their UUID changed, so you will have to do a fresh checkout. This was done to prevent any corruption of server side repositories, due to limitations in how svn handles revisions.

    The easiest way to restore any commits made since sunday is take your old checkout, remove the .svn folder(s) and copy it on top of the fresh checkout, and then commit it.

    We're very sorry about this situation, and are still investigating what went wrong during the maintenance to cause this.

    3 latest comment by prencher Jump to Comment
  • Rolling Upgrades of Subversion Repositories on Monday, October 29th Starting at 15:00 UTC (completed)

    • By prencher
    • Oct 26, 2012
    • Category IconNews
    • 2

    Hi guys,

    About a month ago we upgraded to Subversion 1.7. On Monday, we will be doing rolling upgrades of all of our Subversion repositories to the latest on disk format. There will be no overall interruption of service, although specific repositories will be unavailable while they are being upgraded.

    This will give access to the latest Subversion features for all repositories.

    We will be starting this process at 15:00 UTC and expect it to take around 10 hours to upgrade all repositories.

    Note: If you attempt to access your repository while it is being upgraded, it will fail.

    2 latest comment by prencher Jump to Comment
  • New Curse Client Update -- Minecraft Server Performance Tweaks and More!

    • By _ForgeUser655591
    • Oct 4, 2012
    • Category IconNews
    • 3

    A brand new update has been released for the Curse Client, including some important tweaks to the Minecraft Server Browser!  A full changelog can be found below, as changes to Rift have also been included.

    Enhancements

    • You can now launch Minecraft from the Curse Client.
    • When you join a server, you can have the Curse Client minimize to the system tray automatically. See the Options dialog.

    Bug Fixes

    • Performance tweaks made to the server browser.
    • When you install Rift addons, they will install the new location (In My Documents). The Curse Client will attempt to move your old addons to the new location automatically.
    • When you join a server, and no username and password is saved in the Minecraft launcher, it will now say 'EnterUsername'/'EnterPassword' instead of 'TEST'. 

    As always, you can download our Curse Client v5 to manage your addons, texture packs, and mods for games like World of Warcraft, Minecraft, Rift, and World of Tanks by downloading it here!
    3 latest comment by Tyler Jump to Comment
  • New Curse Client Feature - Minecraft Server List!

    • By _ForgeUser655591
    • Sep 20, 2012
    • Category IconNews
    • 9

    We're happy to bring to you today an amazing new feature:  You can now search, sort, filter, and join Minecraft servers right from the Curse Client.  

    See how many players are online, which players are connected, server ping, or filter servers by region - all from our convenient new Server tab in the Minecraft game section. 

    To check out this awesome new feature, simply update your current install or download the Client here.  You'll be updated to the latest version, and ready to go!

    Remember to visit the Minecraft Forums, the official community where you can share, discuss and discover with other Minecraft fans, and upload your creations to Bukkit!  The Minecraft Wiki also has all the information you need to survive!

    Note: these changes only affect the PC client. For updates on the Mac Client, go to our dedicated Mac Client CurseForge page.

    9 latest comment by Forge_User_28721541 Jump to Comment
  • World of Tanks and The Secret World Now Fully Supported in the Client!

    • By _ForgeUser655591
    • Aug 1, 2012
    • Category IconNews
    • 9

    The Curse Client now has two brand new features -- The Secret World and World of Tanks are now supported, and they come with an easy to use packager for our authors!

    We at Curse are always looking for ways to make modding games as simple as possible, and are always eager to support new games. Now, both World of Tanks and The Secret World give users the capability of one-click installations of mods, skins, and addons!

    The Client will also manage backups and revisions of your old files to be safe to help ensure that your game will never need to be reinstalled.

    In an effort to make placing these highly customizable mods into our Client, we've also created an in-Client packager to help our authors out! With either World of Tanks or The Secret World selected, click Tools -> Create a Package, and follow the given prompts. This wizard will walk you through making an appropriate, Client ready zip to be uploaded to CurseForge.

    Thank you to all of our authors who assisted us in testing the Client, as your participation allowed us to release these brand new features quickly!

    9 latest comment by _ForgeUser42076 Jump to Comment
  • Curse Client v5 Released!

    • By _ForgeUser655591
    • Jun 21, 2012
    • Category IconNews
    • 10
    Curse is excited to announce the release of the lastest version of our Client, v5!  This release not only overhauls the UI, but also adds in some great new features! New features in version 5 include:
    • Minecraft texture pack support
      • Minecraft not showing up in your games list?  If you have it installed, just go to Tools -> Scan for all installed games.  Your Minecraft install should then be automatically located!
      • For more information on Minecraft texture packs, see the Minecraft wiki article.
    • Completely brand new, overhauled UI
      • Each game has it's own section for downloads and currently-installed content.  Simply click the tabs to switch between what is currently installed, and what is available for download.
      • All downloads for any game will show up in the Downloads section on the left panel.
    • Ability to reorder games via drag and drop
    • Curse resource links available on each game's tab
    • New "play" button -- launching games now even more hassle-free
     
    To check out all this brand new Client experience has to offer with v5, simply download the new Client here.  You'll be updated to the latest version, and ready to go!
     
    Note: these changes only affect the PC client. For updates on the Mac Client, go to our dedicated Mac Client CurseForge page.
    10 latest comment by _ForgeUser9556934 Jump to Comment
  • New Developer Center - Suggestions Wanted!

    • By _ForgeUser655591
    • Jun 1, 2012
    • Category IconNews
    • 19
    Greetings!

    Curse is happy to announce a brand new planned feature for our Curse Client -- The Developer Center. This will be a quick, easy way for any author to upload and manage their projects. To make this new feature the best it can be for our authors, we want all of your suggestions on what you'd love to have and appreciate!

    With this new Developer Center, you'll be able to easily upload new projects and new versions, and see your project list. To top it all off, we're also creating a simple, intuitive wizard to make everything fast and effortless!

    Any and all suggestions or thoughts can be sent to [email protected], or leave a comment here -- Our developers will be checking both regularly!
    19 latest comment by sylvanaar Jump to Comment
  • On Markup Languages and Security

    • By prencher
    • Jun 1, 2012
    • Category IconNews
    • 17

    As many of you noticed, a couple of weeks ago we changed up the formatting on the site. This was done for security - A severe XSS vulnerability was found in our Markdown parser as well as a potential security issue in our Safe HTML parser, and we moved fast to disable them when it was discovered.

    At the same time, we decided to go ahead and actually deprecate parsers that were considered deprecated internally for quite some time - Textile, Curse Wiki and Safe HTML.

    In retrospect, this was shortsighted, and we should not have deprecated Safe HTML. Since we made the determination internally to deprecate it, it has seen a huge rise in popularity, primarily in the Bukkit Dev community, and we had not factored in this new usage. We moved fast on the security, and made a rash decision in the heat of the moment to deprecate it without re-evaluating usage. For that we apologize.

    With that out of the way, I'm happy to announce that Safe HTML is back, and the same HTML subset is available if you use markdown.

    The new and improved Safe HTML (and Markdown) supports the following tags:

    a, abbr, b, big, blockquote, br, caption, code, dd,
    del, dl, dt, em, h1, h2, h3, h4, h5, h6, hr, i,
    img, li, ol, p, pre, s, small, strike, strong, sub,
    sup, table, tbody, td, tfoot, th, thead, tr, ul
    

    And attributes:

    alt, colspan, href, rowspan, src, title
    

    Note that both tags and attributes must be lowercase. Uppercase is no longer supported.

    If you have any tags and attributes you'd like to see supported, let us know in the comments below, and we will consider adding them.

    Have a good weekend.

    17 latest comment by Forge_User_24318311 Jump to Comment
  • Mod Spotlight & Interview - The Dragon's Curse

    • By _ForgeUser655591
    • Apr 27, 2012
    • Category IconNews
    • 0

    In this week’s Mod Spotlight we take a closer look at "The Dragon's Curse", a mod created by edunad, who kindly agreed to participate in an interview as well.


    Have you always wanted to play as a dragon? If so, the wait is over! This mod will allow you to transform into a playable dragon, using a new power called "Dragon's Curse".

    Much attention has been paid to the transformation process - after using the 'Dragon's Curse' shout, rather than instantly turning into a dragon, your character will be covered in an intense veil of fire and black smoke for a short time, and soon after will re-emerge, transformed.


    Once transformed, you can decide to walk or to fly. While on the ground, controlling the dragon is similar to using a horse, but due to the larger size it can be difficult to navigate. Flying is a little different however, where forward acceleration happens automatically and the mouse is used to determine direction. It's a work in progress, but the flight aspect of this mod is still in its alpha stage, and is thus still an unrefined experience. 

    Of course, you'll be able to do more than just walking and flying! As a dragon, various special abilities are available to you in the form of both physical attacks and shouts. Of these, the most powerful and exciting is most likely the "Dragon Storm Call", a shout that will abruptly change the weather into a fiery storm of meteors.


    While the mod is not yet finished (it's currently in beta), the concept is a promising one, proving that a playable dragon is indeed possible. Once all of the issues have been ironed out, this may become one of the most popular mods out there!

    What inspired you to create this mod?
    Before creation kit was out, i've always wondered if it was possible to turn into a dragon and being able to fully control it. The idea started when i saw a video on youtube (machinima) with a player being able to control dragons, chickens and other monsters on skyrim.

    Approximately how much time went into development so far?
    The mod development started around 2 months ago, not quite sure. Since then i've been working on it at the weekends, since i've been working and coding a game (along with 3 other people). I've got more hours at creation kit than the actual skyrim.

    What kind of problems did you come across while working on your mod, if any?
    The only problem that i've encounter is the flying. Creation kit is VERY limited. Doen't allow you to fully control the game classes or the engine. (for example, being able to assign any keys to actions. Your forced to use the pre-made keys, like space, mouse1,mouse2,ctrl,alt,etc..). Creation kit doen't allow you to control the actions by code. Only by animations. So its really hard recode the flying.

    How was your experience working with the Creation Kit?
    I enjoyed working with it, but its too limited. Not allowing you to fully control the game / classes / etc.

    Have you used any other tools in addition to the Creation Kit?
    Nope :).

    What did you enjoy most about the creation process of your mod?
    I enjoyed creating the transformation effects and creating a dungeon for the mod (got removed on remake version).

    Your mod is currently in beta stage, can you tell us more about what you want the final result to look like?
    The mod is really close to the full version. The only thing that isn't allowing me to is the flying. On the description of the mod i've got a To do list for any user to check what im currently working on.

    Could you tell us about any other mods you have planned for the future?
    Well at steam workshop i've got a secret mod that i worked on, but got abandoned. It made me laught while creating it. Basicaly its a shout that transforms people into random animals for a short period. I call it Circe's Shout. Perhaps i will continue working on it after the main mod (Dragon's Curse).

    Do you have any advice for others who would like to start modding?
    Before you start modding, practice C / C a bit. It will help you understand papyrus (the codding language on skyrim) since the compilator doen't really help understanding whats causing the error. I also advice you to watch some tutorials at youtube. There are tons of them.

    Thanks to edunad for creating this mod and for participating in the interview.

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  • Curse Author Reward Premium Improvements!

    • By Torhal
    • Apr 26, 2012
    • Category IconNews
    • 25

    Curse is happy to announce that our complimentary author reward Premium program is once again properly giving free Premium!  With this change also comes a few new parameters.

    As of today, if you are a contributor of any sort to a currently active project within an upper bounds of monthly popularity percentage, you will receive a free monthly subscription!  This service is now extended to all authors, as even more games are eligible!  Currently, all games supported on the various CurseForge sites are eligible, provided  you meet the requirements.  As such, the following sites are currently included:

    • CurseForge
    • WowAce
    • SkyrimForge
    • Sc2mapster
    • Bukkit Dev

    If you believe you should be receiving your complimentary Premium but have yet to, please wait 24 hours to make sure that the email and complimentary subscription have had time to be granted.  Also please remember that you will need to log out and back in to both the Client and Curse.com to receive your benefits.  If after a 24 hour period you are not receiving your complimentary subscription, please either make a report or ticket on CurseForge, or leave a forum post.

    We sincerely apologize for any inconvenience the lack of Premium may have caused our authors!  Thank you for your patience!

    25 latest comment by _ForgeUser8594974 Jump to Comment
  • Upcoming site maintenance at 2pm CST / 19:00 UTC (completed)

    • By prencher
    • Apr 26, 2012
    • Category IconNews
    • 2

    We will be performing site maintenance today at 2pm CST / 19:00 UTC. We expect the maintenance to last no more than 30 minutes.

    UPDATE 2:15pm CST / 19:15 UTC: The maintenance has been completed.

    2 latest comment by _ForgeUser7440421 Jump to Comment
  • Mod Spotlight & Interview - The Blades Mansion

    • By _ForgeUser655591
    • Apr 18, 2012
    • Category IconNews
    • 0

    In today's Mod Spotlight we will be featuring "The Blades Mansion", a mod created by SgtFlexxx, who kindly agreed to participate in our interview as well.

    This mod will give you access to a huge mansion, located at the Sky Haven Temple. The mansion has been in the possession of the Blades for generations, now that you are the Dragonborn it will be yours!

    Once inside you'll find the main hall, containing a dining table, doors to various smaller rooms and a throne at the end. You will even get your own guards, walking around to protect the place. These guards are not the only people residing in your home. Besides them a few traders are at your service, who will buy and sell supplies, such as magic goods, jewellery and more.

    (Click the image to take a closer look)

    As previously mentioned the mansion holds a number of rooms that serve a certain purpose, of which a few are shown on the image above. Crafting facilities are situated in their own room, where you can also store your crafting materials in the corresponding chests. A large bedroom is available as well, containing a bed, two big chests placed next to it and a closet. Surprisingly the closet actually serves as an entrance to a hidden cave, though there is not much to see there unfortunately.

    Last but certainly not least a sizeable display room is at your disposal, here you can show off all your precious weapons and armour using the many mannequins and display cases.

    Find out more about the creation process of this mod in the interview below.

    What was your inspiration for creating this mod?
    Well, my inspiration for the mod was just seeing all of these player created homes. One that I liked most of all was Dovahkiin Hideout.

    How much time went into developing it?
    I've been working on the mod every now and then. Sometimes I get stumped on what to do. I like to take a lot of suggestions from the community and I'm expecting to get everyone's suggestions (mostly) about what to put into it.

    What kind of problems did you come across while working on your mod, if any?
    The only problem I actually got when I was creating the mod was creating all the blades and allowing them to follow each other, but it was eventually fixed with the help of Mill3rb0y on youtube.

    How was your experience working with the Creation Kit?
    My experience with the Creation Kit was pretty easy and fun to see it work. I just had a few bugs in game that wouldn't show up in the creation kit.

    What did you enjoy most about the creation process of your mod?
    The thing I enjoyed the most was allowing the group of ranked blades to follow each other, and creating their own faction so they helped each other instead of just running away and not helping (stupid whiterun guards, lol)

    Are you planning to add more features to your mod?
    I'm still planning on adding much more to the mod, seeing that I created 5 floors, I have plenty of space for more things to add in, and looking for suggestions from the community.

    Could you tell us about any other mods you currently have in progress?
    Currently, I'm not working on any other mods right now, but I may work on some in the future.

    Do you have any advice for others who would like to start modding?
    If you would like to start modding, I would suggest to go to Creationkit.com for tutorials. You can also find many creation kit tutorials on youtube.com. Also, check out MILL3RB0Y's channel if you will, he helped me a lot.

     Thanks to SgtFlexxx for creating this mod and for participating in the interview.

    0
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