Morrowind Modding Showcases - Forums

ModTown 2015 => Modder Claims => Topic started by: Darkelfguy on July 13, 2015, 01:25:55 PM

Title: Modder Claims Guideline - Please Read!
Post by: Darkelfguy on July 13, 2015, 01:25:55 PM
Modder Claims Guideline:
Here you'll find a complete list of guidelines for creating and submitting modder plot claims. Keep in mind that a modder claim doesn't necessarily have to use one of the pre-existing plots. You can make a modder claim that's entirely an interior cell (perhaps using Shannon's excellent interior landscape resources), or a modder claim that's actually a dungeon cave somewhere on the island. Really, you have full control over what you want your claim to be.

It should also be noted that you can, if you want, include quests, dungeons, NPCs, dialogue, books, or anything else in your modder claims.

Check out the announcement video (https://www.youtube.com/watch?v=OwfhER5yTqk) for a visual guide on how to start modder claims (if you need it).

You can find the Landmass File for ModTown 2015 here (https://www.dropbox.com/s/twmun2s093wr3fm/ModTown%202015_MD_2015-12-12.002.7z?dl=0) if you're having trouble downloading it from Melchior's post.

Please note that while you can design the exterior of your plot however you want, you can't make any landscaping changes to it (i.e. terrain textures, vertex shading or terrain height). Due to the way merging multiple mod files works, these alterations would simply get overwritten during the merging process. You can, naturally, remove the encompassing daedric walls and plot number. You can specify which areas you want to be certain textures though, if you so desire, and Melchior will implement these changes in the master file for you.

NOTE: As of December 29th, only plots 22, 38, 39, and 41-51 are still open for claiming! More plots will be coming soon! Check the new map at the bottom of this thread for plot locations!

Submission Instructions:
After you pick out an unclaimed plot from the below map (or don't, since your modder claim may not involve a plot), please create a new thread here on this forum board with the following information.
Thread Title - Include the Plot # you're claiming and your name.

Here's an example of an appropriate thread title: [Modder Claim] Plot 17 - Darkelfguy (Note: I'm not actually claiming Plot 17)

In the topic post, please include the following information:
Plot Number (if applicable):

Architectural Style (You can use any architectural style you want, including modder's resources, or a mix of multiple styles if you so desire):

Note: If you're going to use any modder's resources in the exterior part of your claim, please post a resource request in the appropriate forum with a link to the resource package (this helps us keep track of everything).

Progress (obviously you'll update this percentage as you complete your claim):

You can also include any other information in your topic post, such as your intended designs for the plot, ideas you're planning to explore, and any other extra features (like quests or dungeons) you'd like to include.
You can also update your thread with your progress over time and include screenshots and the like as you so desire. When you're done with your claim, just leave a new post "Ready for File Merging" and it'll be merged into the main master file (after a quick review to check for minor bugs and the like).

Note: Because of the number of plots we have and where they're located, we require that you please post an update of some sort at least once every month. Our goal is to get ModTown finished in December, so if you need help with a claim or need to abandon one, just let us know!

Modder Plots Map:
(http://img.photobucket.com/albums/v603/Darkelfguy/Claims%20Map%202015-12-29.png) (http://smg.photobucket.com/user/Darkelfguy/media/Claims%20Map%202015-12-29.png.html)

(http://img.photobucket.com/albums/v603/Darkelfguy/ModTown%20Plots%2001.jpg) (http://smg.photobucket.com/user/Darkelfguy/media/ModTown%20Plots%2001.jpg.html)

(http://img.photobucket.com/albums/v603/Darkelfguy/ModTown%20Plots%2003.jpg) (http://smg.photobucket.com/user/Darkelfguy/media/ModTown%20Plots%2003.jpg.html)

(http://img.photobucket.com/albums/v603/Darkelfguy/ModTown%20Plots%2002.jpg) (http://smg.photobucket.com/user/Darkelfguy/media/ModTown%20Plots%2002.jpg.html)

Quick Guide to Making a Claim ESP:
For modder plot claims, the best way to start is to create an empty esp (load up the CS, select the Morrowind, Tribunal and Bloodmoon masterfiles, load them, then hit save and name your esp). Once you've done that, load up the CS again, select the Morrowind, Tribunal and Bloodmoon masterfiles, but also select the ModTown 2015 file and finally select your empty esp as the ACTIVE file. This will allow you to build on the plot in question without really changing anything to the ModTown 2015 file.

If you have any questions about how to submit modder claims or anything else, please post them below!

Download the ModTown 2015 Landmass File here! (See attachments at bottom of post) (http://darkelfmodding.com/forum/index.php?topic=17.0)
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on August 07, 2015, 08:04:21 PM
I just posted this in a claim thread, but thought it may be more appropriate here:

Given the amount of plots, it'd be best for me to either merge them all into the exterior file all at once or in batches to avoid doing things piecemeal.

And for my own benefit, perhaps once you're done with your claim, change the topic title to [Modder Claim] Plot # - Modder COMPLETE
Title: Re: Modder Claims Guideline - Please Read!
Post by: RE101003 on August 07, 2015, 08:54:26 PM
where on the map is modtown? im trying to find it to test my lot but i cant find it
Title: Re: Modder Claims Guideline - Please Read!
Post by: Darkelfguy on August 07, 2015, 09:08:01 PM
I just posted this in a claim thread, but thought it may be more appropriate here:

Given the amount of plots, it'd be best for me to either merge them all into the exterior file all at once or in batches to avoid doing things piecemeal.

And for my own benefit, perhaps once you're done with your claim, change the topic title to [Modder Claim] Plot # - Modder COMPLETE
Good point Melchior, I do think it'll be a good idea to merge files in batches to save time. Maybe every 5~10 finished modder plots and public buildings you could merge them into the master file and update the archive. Also good point on the topic title, I'm planning to do something similar for the public buildings section when more files have passed review.

where on the map is modtown? im trying to find it to test my lot but i cant find it

Open the console with ~ and type coc "ModTown 2015" to teleport to the island.
Title: Re: Modder Claims Guideline - Please Read!
Post by: RE101003 on August 07, 2015, 10:48:07 PM
thanks! im exited to see where this project will go!
Title: Re: Modder Claims Guideline - Please Read!
Post by: Dormichigan64 on August 13, 2015, 10:21:35 AM
Question: I am still unsure of how to give a proper ID for an object. What do I call, for example, a door?
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on August 13, 2015, 10:48:49 AM
People have been using different schemes. The "official" prefix is MT15_. However, I used md15_ on my plot just because I'm a rebel. Just use something unique. I'm not very concerned about people using their typical modder prefixes in this project.

Good question!
Title: Re: Modder Claims Guideline - Please Read!
Post by: Darkelfguy on August 14, 2015, 01:30:48 AM
UPDATE: Here's the new current Claims Map, showing which plots have already been claimed and which ones are still open for the taking. We're really going to need to work on adding some new plots, because right now we're almost out.

(http://img.photobucket.com/albums/v603/Darkelfguy/ModTown%20City%20Map%2002%20-%20Claims.jpg) (http://smg.photobucket.com/user/Darkelfguy/media/ModTown%20City%20Map%2002%20-%20Claims.jpg.html)
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on August 14, 2015, 06:01:56 AM
Thanks for the update. I was curious about this.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Chaka on August 14, 2015, 05:55:32 PM
Would you guys be cool with me claiming a plot without any info whatsoever? :p I'm not gonna be able to mod for a while, until I set up the PC, so I obviously can't decide what I'll do with it until I check it out in cs?
Title: Re: Modder Claims Guideline - Please Read!
Post by: Darkelfguy on August 14, 2015, 06:42:49 PM
Would you guys be cool with me claiming a plot without any info whatsoever? :p I'm not gonna be able to mod for a while, until I set up the PC, so I obviously can't decide what I'll do with it until I check it out in cs?

Oh aye, that's fine, and a few people are doing that already where they setup claims with the intention of filling them out later. Just try to leave an update every 30 days or so, such as a planned design or something so we'll know you still plan to work on the plot.
Title: Re: Modder Claims Guideline - Please Read!
Post by: the SASS Man on October 04, 2015, 03:05:56 AM
I need a claim large enough to put a large hill or small mountain.  I need to build it up just tall enough to "believably" transition the area from green grass to Bloodmoon snow...at least, believable if some sort of magic were involved.  On top of that will be a lone Nord storage shed (the little round ones) inside of which is a portal to my house mod.

I really don't care if my claim is on the main island, on an outlying island...or even if it involves raising up another bit of land some distance off shore.

Of course, the irony is, my house mod is in a private "Outer Realm" where there is a nice sunny island, along with my idea of a Hawaiian Christmas!  But....you know, since it is "Christmas" and all in my mod...it should be cold as you approach, should it not?

Thanks!

-- the SASS Man
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on October 04, 2015, 10:14:41 AM
Sounds like it'll be a really interesting place to visit! There's not anything going on off the north coast. I would suggest raising a new island there.
Title: Re: Modder Claims Guideline - Please Read!
Post by: the SASS Man on October 05, 2015, 12:33:46 AM
Sounds like it'll be a really interesting place to visit! There's not anything going on off the north coast. I would suggest raising a new island there.

Sounds good.  I will make it so.  I even have a nice bridge that I think will look good there.


Cheers!   8)
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on December 29, 2015, 12:07:28 PM
Updated claims map attached.

Notes:
Some text may be hard to read, but I can make it all out - so let me know if there are any issues with this
Some of these claims have not been updated in a long time... might be worth following up with the claimants
It'd be helpful to identify the method of entry to the 2 no-plot claims
Dungeon 3 was initially created as an entrance to someone's plot... but I cannot remember who it was
If I identified the status of anything incorrectly, feel free to let me know
Looks like all of the southern waterfront plots are not being used... we might want to think of something else for that area
I vote to remove the Hotel plot that swrdphantom had claimed. It was a nice-to-have but I know I'm not going to make it now that he had to relinquish the claim
The Newspaper was also something that would be neat to have, but we have not had any entries for the newspaper or anyone claiming the property. Thoughts?
Was the Temple that istreddify was working on ever uploaded? Who's working on that now?
Autoclock: there is a cave entrance near the Tower of Baelgon that I noted as being part of the Assembler's lair claim. Does that make sense? Did you intend to make use of that back entrance/exit?
Title: Re: Modder Claims Guideline - Please Read!
Post by: Istreddify on December 29, 2015, 12:44:18 PM
Was the Temple that istreddify was working on ever uploaded? Who's working on that now?
I don't think I uploaded anything more than those showcase wips - forgot about it when my RL problems started. In the meantime my laptop fried itself, so I don't even have anything more to upload (making backups wasn't exactly on my mind).

Also, as I said in my claim thread, consider my plot unclaimed - I haven't been able to get back into modding yet, and I can't say when I will...
Title: Re: Modder Claims Guideline - Please Read!
Post by: Autoclock on December 29, 2015, 01:28:36 PM
I definitely did not put that there, as 1) I've yet to submit anything to be merged with the master file, and 2) the entrance to The Assembler's Lab has always been meant to be at the peak of the mountain. I COULD use it as a back door, but I would rather that someone else make use of it. Unless we want to make a smuggler's cave that got invaded by bone monsters there.

Also, hate to make you update it yet again, but Plot 22 isn't marked in the master file. As in, there's no number showing up where it should be.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Darkelfguy on December 29, 2015, 01:51:50 PM
Dungeon #3 was part of Fulgore's plot, he has an entrance to his ebony mines that lead down to a bunch of Dwemer ruins there.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on December 29, 2015, 02:19:48 PM
I don't think I uploaded anything more than those showcase wips - forgot about it when my RL problems started. In the meantime my laptop fried itself, so I don't even have anything more to upload (making backups wasn't exactly on my mind).

Also, as I said in my claim thread, consider my plot unclaimed - I haven't been able to get back into modding yet, and I can't say when I will...
No! It's gone completely? That really is a shame. I could have sworn I looked at your earliest one before you started working on the cavern though; but maybe it was just the pictures.

And I thought that was the case with your claim, but I didn't want to drop it to 'unclaimed' right then as I wasn't certain. I sincerely hope that you're being able to deal with the RL events, istreddify; I miss your blunt commentary on certain topics.

I definitely did not put that there, as 1) I've yet to submit anything to be merged with the master file, and 2) the entrance to The Assembler's Lab has always been meant to be at the peak of the mountain. I COULD use it as a back door, but I would rather that someone else make use of it. Unless we want to make a smuggler's cave that got invaded by bone monsters there.

Also, hate to make you update it yet again, but Plot 22 isn't marked in the master file. As in, there's no number showing up where it should be.
No, I know you didn't. It was in the original landmass file that I made. If you don't want to use it in your dungeon, then I will just assign it a new #. Maybe Fulgore would be interested in having one of his paths leading out to it. Or else it can be for anything else really. We need to keep in mind though that, at the moment, the only way to get to the Tower of Baelgon is either levitation or across the bridge from that cave.

Yeah, I never intended to mark 22. 24 was not marked either; I just commandeered it for JMK's plot.

Dungeon #3 was part of Fulgore's plot, he has an entrance to his ebony mines that lead down to a bunch of Dwemer ruins there.
Thank you! I could not, for the life of me, remember who it was for.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Autoclock on December 29, 2015, 02:25:12 PM
You know what? I'm going to go ahead and claim that cave. I got an Autotower quest I can use it for now that wouldn't have been possible otherwise.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Istreddify on December 29, 2015, 03:40:59 PM
No! It's gone completely? That really is a shame. I could have sworn I looked at your earliest one before you started working on the cavern though; but maybe it was just the pictures.
Not completely - what I shared via dropbox as previews still exists - this (https://www.dropbox.com/s/kav7o7i0fswarcw/modtown_temple_wip.esp?dl=0) was the last one.

Quote
And I thought that was the case with your claim, but I didn't want to drop it to 'unclaimed' right then as I wasn't certain.
I was rather specific in my thread ;P

Forgot about this - unclaiming.

Quote
I sincerely hope that you're being able to deal with the RL events, istreddify; I miss your blunt commentary on certain topics.
I'm managing - somehow. Though the whole situation had a positive side effect - all the stress and such made me lose a decent bit of weight ;) Still, can't say I'm unhappy that this year is finally ending - the last few months were just about the worst I've ever had...
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on December 29, 2015, 05:02:34 PM
Not completely - what I shared via dropbox as previews still exists - this (https://www.dropbox.com/s/kav7o7i0fswarcw/modtown_temple_wip.esp?dl=0) was the last one.
Alright, well at least I am not crazy. Thanks for sharing the link again.

I was rather specific in my thread ;P
Hey, so I'm an optimist holding out hope! :P

I'm managing - somehow. Though the whole situation had a positive side effect - all the stress and such made me lose a decent bit of weight ;) Still, can't say I'm unhappy that this year is finally ending - the last few months were just about the worst I've ever had...
Looking on the bright side! I know I am looking forward to the new year. I had my own stress this year that I hope will be dissipating quickly next year. Well, if things do calm down for you next year, don't be a stranger!
Title: Re: Modder Claims Guideline - Please Read!
Post by: Autoclock on December 29, 2015, 05:08:07 PM
At least I'm not crazy...

*cough*8 years*cough

 ;D
Title: Re: Modder Claims Guideline - Please Read!
Post by: Istreddify on December 30, 2015, 06:35:45 AM
Alright, well at least I am not crazy.
That's... debatable. After all, some claim old Sheo is the Patron of modders and modding...

Quote
Hey, so I'm an optimist holding out hope! :P
I'm somewhere between a realist and a pesimist, so that's not something I usually take into consideration ;)

Quote
Looking on the bright side! I know I am looking forward to the new year. I had my own stress this year that I hope will be dissipating quickly next year. Well, if things do calm down for you next year, don't be a stranger!
I'll certainly try - we shall see how things turn out.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on December 30, 2015, 11:24:37 AM
*cough*8 years*cough

 ;D
That's... debatable. After all, some claim old Sheo is the Patron of modders and modding...
Yes, well... I suppose I can't argue with that.  ;D

I'm somewhere between a realist and a pesimist, so that's not something I usually take into consideration ;)
I suppose that if I'm not dealing in absolutes, I am slightly weighted towards the realist spectrum as well. Kinda hard not to be in my profession.

I'll certainly try - we shall see how things turn out.
*applies dose of optimism*
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on December 30, 2015, 11:26:45 AM
Minor updates to claims map:

Relinquished plot #37
Split up plot 4a and 4b into plots 4 and 5. Autoclock expressed interest in claiming both.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Autoclock on December 30, 2015, 12:18:49 PM
Technically, I already owned Dungeon 4, since the heart of Lil' Red Mountain is where The Assembler's Lab has always been located, not to mention that an exterior has long been in the plans, as well.

Also, is there any kind of foundation to build upon for Plot 37? I don't want it, I just want to know how much work is going to be needed on the part of whoever does.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on December 30, 2015, 12:29:01 PM
Plot 37 is just a modder plot. The one Istreddify was making his Telvanni buildings on before.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Autoclock on December 30, 2015, 12:33:07 PM
Sorry, what I meant to ask is if Istreddify can supply the next claimant with his files, to cut down on development time.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Istreddify on December 30, 2015, 12:47:13 PM
Sorry, what I meant to ask is if Istreddify can supply the next claimant with his files, to cut down on development time.
Unfortunately, I can't.

In the meantime my laptop fried itself, so I don't even have anything more to upload (making backups wasn't exactly on my mind).
Title: Re: Modder Claims Guideline - Please Read!
Post by: Autoclock on December 30, 2015, 12:49:38 PM
I see.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on December 30, 2015, 04:49:52 PM
Anyone who claimed it next would probably just want to start from scratch anyway (not that I expect it to get reclaimed at this point, so there's nothing wrong with a simple, tranquil island). So it's no problem in that regard. We can just weep about the sweet Telvanni home we could have explored if tragedy had not struck!
Title: Re: Modder Claims Guideline - Please Read!
Post by: MauiEyes on February 04, 2016, 01:10:01 AM
Hello fellow modders! I've been watching ModTown from afar (so far) and its just really cool to see so many immensely creative people here, I must say this collaboration is very welcoming. I don't feel like an outlander here, in fact, I feel like... err... an inlander ;)
ANYWAY.... having said that I do have questions (I thought this might be the right thread to ask them)

I'm confused a little about the process of merging on a collaborative project, and I just want make sure that I'm doing things correctly now that I'm ready to start implementing my house plan:

Should I download the ESM from Melchior and use that as my data file in Construction Set and then save my changes to my own personally labeled .esp file? And assuming that to be true, when I'm ready to upload my claim, should I then just upload my .esp? OR should I create and save my additions to the .ESM itself, and upload the newly modified .ESM upload as my claim? - So essentially, how should I modify and then upload my changes?

Also, when I start Construction Set should I ONLY load the Modtown .ESM or should I load both the Modtown file AND Morrowind's .ESM file?

Thank you
Title: Re: Modder Claims Guideline - Please Read!
Post by: LadyPhoenixFireRose on February 04, 2016, 03:41:32 PM
Hi, welcome. Yes you do make your own esp, and when done with it you upload the esp, and whatever resources you used, and Melchior will do the final merging into the esm. As for what esms you use, the Modtown esm is dependent on the Morrowind, Bloodmoon, and Tribunal esms, so you will need them as well, but since the editors automatically loads all the esms that any esp or esm is dependent on, you don't have check any more the latest file your working on.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on February 06, 2016, 11:57:35 PM
Welcome, MauiEyes!
LadyPhoenixFireRose is leading you down the right path. Only thing I would add to that is that it's a good idea to manually check the "ModTown 2015.esm" because HangHimHigher recently ran into an issue where failing to do so was causing crashes.

If you have any other questions, fire away!
Title: Re: Modder Claims Guideline - Please Read!
Post by: MauiEyes on February 09, 2016, 04:56:34 PM
That sounds great, thank you both for clearing that up for me :)
Title: Re: Modder Claims Guideline - Please Read!
Post by: Fulgore on March 06, 2016, 09:49:20 AM
Okay, I guess it's about time to get out from the depths of Dwemer ruins and caves and say hi to people!  ;D
Things on my dungeon/cave complex thingy are going very well but, as usual, once I'm getting closer to finish, new ideas emerge - more details, new cells, scripted events and so on.
Right now the refs count is a bit over 7600 on 6 cells but it will go much higher than that. If Dungeon 3 is still available, I'd like to use that as entrance/exit point. The Ebony mine, which is the beginning of my dungeon uses the PyRock tileset. I'll make a thread on the Dungeon Design and Construction asap.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on March 06, 2016, 04:54:34 PM
Pretty sure that one's unclaimed, Fulgore. Have at it!
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on April 14, 2016, 12:23:38 PM
Updated claims map. (https://dl.dropboxusercontent.com/u/42876609/ModTown%202015/Claims%20Map%202016-4-14.png)
Let me know if I missed something...
Title: Re: Modder Claims Guideline - Please Read!
Post by: LadyPhoenixFireRose on April 15, 2016, 09:56:43 AM
I have claimed both sets of shops directly under the Town Hall. You only have the one marked as claimed for that.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on April 15, 2016, 11:09:22 AM
Okay, I will update the map this evening. Thanks for checking.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Lefok on April 15, 2016, 05:08:40 PM
I've claimed the C&E a while ago.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Melchior Dahrk on April 15, 2016, 06:16:32 PM
Updated claims map: https://dl.dropboxusercontent.com/u/42876609/ModTown%202015/Claims%20Map%202016-4-15.png
Title: Re: Modder Claims Guideline - Please Read!
Post by: Chaka on July 18, 2016, 02:29:55 PM
I skimmed over the info, but I didn't find an answer to this specific question, but sorry if I just missed it and am asking an already answered one;

How do I build my directory? I used MT15_CH for my stuff inside the editor, and meshes and textures are currently inside CH folders in meshes and textures. Is there a more specific directory I should set up for the project?
Title: Re: Modder Claims Guideline - Please Read!
Post by: Turelek on July 18, 2016, 03:42:40 PM
I am not sure if I understand your question, but it should be: Data Files/(Meshes/Textures/Icons)/MT15/(Your identity).
Title: Re: Modder Claims Guideline - Please Read!
Post by: Chaka on July 18, 2016, 05:51:37 PM
I am not sure if I understand your question, but it should be: Data Files/(Meshes/Textures/Icons)/MT15/(Your identity).

Exactly what I was asking about, thanks! :D
Title: Re: Modder Claims Guideline - Please Read!
Post by: Drakkmore on July 18, 2016, 07:04:25 PM
I've been leaving any resources in their native directories, and putting all of my custom worki in my own "Drak" folders in their respective directories (meshes/textures/icons/book art etc). I figure if the resources already have a directory most people would leave them as they are, so when they DL Modtown they'll not be getting an extra directory from my use of said resources. Most of my plot has my own custom work in it though, and anyone using my mods will already have those directories in their data files folder.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Chaka on July 18, 2016, 08:07:55 PM
I don't have a lot of resources, but those that I do are from packs that aren't mods but are intended as resources. Thus people either don't have them installed, or modders already put them in their own subfolders, so I think it should be fine in MT folder.
Title: Re: Modder Claims Guideline - Please Read!
Post by: Danae on July 30, 2016, 01:07:03 AM
Same here, my own resources or modified modders resources are in /Dan/MT2015. Unmodified modders resources are in there native folder, especially textures.