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Tuccy

Modification Rules

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[WG-EU] Tuccy
Community, Alpha Tester
[WG-EU]
3,347 posts
5,684 battles

Dear Captains!

 

World of Warships has been popular with the modding community and the number of mods available today is quite significant. But our players have more and more questions concerning the safety of particular mods.

This anouncement is designed to shed some light on the situation and put an end to any misunderstanding concerning what our players may and may not use. Popular mods are usually of the kind that deal with cosmetic and audio components of the game and are mostly harmless. However, some players and modders alike do have malicious intent for their use of mods, be it gaining a competitive advantage or even stealing data.

Below you will find a classification of mods and programs, as well as the rules that we will apply to them and follow from now on.

What is allowed

  • Applications that stream gameplay or record it (for example: Nvidia ShadowPlay, Plays.tv, AMD Radeon ReLive, OBS Studio, Windows 10 Game DVR, Fraps).
  • Voice/text chats with overlay (for example: Discord, Mumble, TeamSpeak, Ventrilo, Evolve, Twitch Messenger).
  • Visual mods that change the appearance of game objects without affecting the gameplay (to make sure the mod you want to use is allowed, please consult the appropriate thread on the official forums).
  • Modifications to lighting, contrast and other visuals done through the graphics drivers' (Geforce Experience, AMD Radeon Crimson, Intel graphics drivers) built in tools, without modifying said drivers or applications that use them.
  • Replacing/modifying audio files.
  • Any mods that are approved by our team. You will be able to find those on our official forums in the "modifications" section: https://forum.worldofwarships.eu/forum/493-mods/ 
  • This includes any and all mods compiled exclusively with our own ModAPI (special interface made by our developers for modding). Modifications mentioned in posts by our staff on the game's official portal are also allowed. 
     

What is forbidden and may lead to suspension/blocking of your account

  • Any applications, mods or scripts that allow the execution of third party code, change the game's original files, dynamic libraries or inject into the game process. If you are not sure whether your preferred mod complies with all the rules, please consult the "modifications" thread on our official forums or simply refrain from using it.
  • Applications and mods that help a player to aim in any way that is not already available in the game, that includes any predictive aiming mods.
  • Bots or scripts that take any aspect of game controls from the player.
  • Applications and mods that make otherwise unknown information available, except for those mentioned and approved on the official forums or portal.
  • Applications and mods that affect or interact with scripts.zip file in any way.

We understand that our players like some of the mods that go against these principles, however, we do and always will prioritize fair play. Competition in World of Warships should rely on skills and expertise and not on the ability to choose mods well.

 

Gray areas

Since there are so many mods for our game at this point, we are sadly unable to guarantee that it will function correctly if players are using any of them. Furthermore, seemingly harmless modifications like ReShade, while being cosmetic in nature, work in a way that violates several rules at once (dynamic libraries substitution and control over the rendering process, which allow for an aimbot or a keylogger to be written into the code), therefore being similar to some forbidden mods, that allow those with malicious intent to gain a competitive advantage as well as steal your data in some cases.

Taking all of the above into account, we recommend that you follow these guidelines if you plan to do any modifications to the game and of course use only approved mods, that our team has vetted and verified. And if you're unsure about any particular modification, simply refrain from using it. Any issues with the game, loss of account or personal data related to mod use will be the player's responsibility. If the used modifications lead to the player breaking our EULA and Terms of Service and we reserve the right to suspend or ban his or her account.

 

Additional rules for visual modifications

  1. Modifications submitted on WoWS official forums cannot include the nazi Swastika or any other nazi insignia (though no other nazi insignia should exist in a naval context anyway)
    1. Images containing the swastika are not allowed to be posted on the forums
  2. Modifications submitted on WoWS official forums can include other flags, like the Rising Sun flag, the ROCN flag, the Imperial German Naval ensign.
    1. Previews of these mods and flags are generally allowed
  3. Modifications submitted on WoWS official forums cannot include pornographic content. Pornographic content is not allowed on our resources at all.
  4. Modifications submitted on WoWS official forums cannot include nudity as long as we have our current age ratings. Nudity is not allowed on our forums.
  5. Modifications submitted on WoWS official forums may have ecchi or mildly erotic content (without nudity).
    1. Previews of these mods are generally allowed
  6. Modifications submitted on WoWS official forums may not contain any context which promotes illegal activity or such that would contradict our EULA, Terms of Service or game rules (unobvious cases should be escalated for review)
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So if i am using aslains mod pack (which is currently available in the mod sub-forum) and it contains a forbidden mod that i will use, will be mine account sanctioned, or will i get green card because its aslains fault?

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[WG-EU] Tuccy
Community, Alpha Tester
[WG-EU]
3,347 posts
5,684 battles

Updated the Not Allowed section:

  • Applications and mods that affect or interact with scripts.zip file in any way.
  • Cool 1

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[R-ORC] elduderino83
13 posts
6,602 battles

@Tuccy

I´m a bit curious about the angling indicator mod (navigator mod), reading your announcement I take from it that it is not allowed. Is that right?

Yadda yadda clan battles, yadda yadda yadda certain ships beeing vunerable in angled situations.... that aside.

There are a couple of rendering modifying mods out there, but has WG got means of verifying that a player is using such a mod?

I mean besides semi-educated guesses due to reporting system, and microupdates?

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[R-ORC] elduderino83
13 posts
6,602 battles
26 minutes ago, PremiumHunter said:

in German pls THX

https://translate.google.com/?hl=de

 

Aber: Im Grunde ist alles was mit Veränderung des Datastreams und dem Rendering zu tun hat (sofern nicht in der beäugten Grauzone) nicht erlaubt. Genauso wie mods die beim laden bestimmte Spieldateien ersetzen, oder veränderungen vornehmen und dem Mod Benutzer Vorteile verschaffen (so was wie aimbots, oder so was wie ein skin der dir eine Modulverteilung des Schiffes anzeigen würde, oä.).

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[R-ORC] elduderino83
13 posts
6,602 battles

He isn´t responsible for personal player´s missconducts. Yes he provides it, but the player himself will be held accountable for using it.

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[ISEN]
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1 hour ago, elduderino83 said:

@Tuccy

I´m a bit curious about the angling indicator mod (navigator mod), reading your announcement I take from it that it is not allowed. Is that right?

 

Interesting point of view. I don't see reason why angling indidicator mod is not allowed. Why? You can observe movement of enemy ship without it. Quality of observation scales with screen size. On big displays it easier (I know that some gamers are playing WoWs on 52" TVs) it's much easier than on 19" monitor ? And If I remember correctly similar (or even that mod?) is present in current "official" modpack for WoWs 0.6.14.1.

 

BTW: MonstroMarkers mod, (which seems to be related scripts.zip) is in "official" modpack for WoWs 0.6.14.1 too.

 

Clarification of that mods status would be usefull.

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3 hours ago, elduderino83 said:

https://translate.google.com/?hl=de

 

Aber: Im Grunde ist alles was mit Veränderung des Datastreams und dem Rendering zu tun hat (sofern nicht in der beäugten Grauzone) nicht erlaubt. Genauso wie mods die beim laden bestimmte Spieldateien ersetzen, oder veränderungen vornehmen und dem Mod Benutzer Vorteile verschaffen (so was wie aimbots, oder so was wie ein skin der dir eine Modulverteilung des Schiffes anzeigen würde, oä.).

 

Hab ich schon gemacht :Smile_amazed: aber naja :Smile_sceptic:, es geht mir hier auch mehr um das Prinzip WG möchte das bestimmte Mods nicht mehr verwendet werden ist Okay und ich bin auf ihrer Seite

ABER sie wollen etwas von uns Spielern also sollen sie es auch für alle Sprachen direkt übersetzten die hier im Forum Aktiv sind es ist ihr Spiel und ihr Forum und ihre Plattform

also es kann doch echt nicht Schwer sein bevor man eine Mitteilung Verfasst sie in alle Relevanten Sprachen zu Übersetzten nur so können von Anfang an KEINE Missverständnisse aufkommen.

 

 

 

  

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[R-ORC] elduderino83
13 posts
6,602 battles
12 hours ago, PremiumHunter said:

 

Hab ich schon gemacht :Smile_amazed: aber naja :Smile_sceptic:, es geht mir hier auch mehr um das Prinzip WG möchte das bestimmte Mods nicht mehr verwendet werden ist Okay und ich bin auf ihrer Seite

ABER sie wollen etwas von uns Spielern also sollen sie es auch für alle Sprachen direkt übersetzten die hier im Forum Aktiv sind es ist ihr Spiel und ihr Forum und ihre Plattform

also es kann doch echt nicht Schwer sein bevor man eine Mitteilung Verfasst sie in alle Relevanten Sprachen zu Übersetzten nur so können von Anfang an KEINE Missverständnisse aufkommen.

 

 

 

  

Da hast du wohl recht.

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[R-ORC] elduderino83
13 posts
6,602 battles
15 hours ago, AbrahaM_fighter said:

 

Interesting point of view. I don't see reason why angling indidicator mod is not allowed. Why? You can observe movement of enemy ship without it. Quality of observation scales with screen size. On big displays it easier (I know that some gamers are playing WoWs on 52" TVs) it's much easier than on 19" monitor ? And If I remember correctly similar (or even that mod?) is present in current "official" modpack for WoWs 0.6.14.1.

 

BTW: MonstroMarkers mod, (which seems to be related scripts.zip) is in "official" modpack for WoWs 0.6.14.1 too.

 

Clarification of that mods status would be usefull.

I don´t wanna sound like a whining b*, but take a look at Yamato or Moskva. Only 2 examples where knowing the actual relative angle is the difference between a regular and a citadel hit.

Not that it´s impossible to tinker out aiming points and memorizing a target picture, but with the indicator mod it´s a no brainer and a mod user gets maximum reward for almost no effort.

 

Same goes for Monstro Markers... It´s all about having an information advantage without putting any effort into it.

Especially in terms of competitive gameplay this, imho, should be a team effort... communicating when an enemy player has used which consumable, knowing how long it´s duration is on a certain ship... guess you figured where I´m heading ;)

 

Edit: An other field would be potential mods arround skin and reshade mods. Trust me noone wants a thing happening in WoWs like in Heroes and Generals or similar style games.

Where due to alterations in the Datastream and skin rendering process a pseudo lock on was possible and the bullet traversed on a perfect vector to a target.

 

Aim assist could potentially be worked to the point that it only lets you fire your guns when you got the perfect vector and only then a pseudo radomization kicks in with h/v-dispersion. (Taking a glance at bots in operations i assume it´s already present somwhere in the scripts)

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1 hour ago, elduderino83 said:

I don´t wanna sound like a whining b*, but take a look at Yamato or Moskva. Only 2 examples where knowing the actual relative angle is the difference between a regular and a citadel hit.

Not that it´s impossible to tinker out aiming points and memorizing a target picture, but with the indicator mod it´s a no brainer and a mod user gets maximum reward for almost no effort.

 

Same goes for Monstro Markers... It´s all about having an information advantage without putting any effort into it.

Especially in terms of competitive gameplay this, imho, should be a team effort... communicating when an enemy player has used which consumable, knowing how long it´s duration is on a certain ship... guess you figured where I´m heading ;)

 

Edit: An other field would be potential mods arround skin and reshade mods. Trust me noone wants a thing happening in WoWs like in Heroes and Generals or similar style games.

Where due to alterations in the Datastream and skin rendering process a pseudo lock on was possible and the bullet traversed on a perfect vector to a target.

 

Aim assist could potentially be worked to the point that it only lets you fire your guns when you got the perfect vector and only then a pseudo radomization kicks in with h/v-dispersion. (Taking a glance at bots in operations i assume it´s already present somwhere in the scripts)

 

1. I'm not writing that Monstro Markers should be still present (or not). I'm only pointing out that this mod is/was present in official modpack. And if I undestood correctly description of that mod (I'm not using it), it shows consumable usage for own team only, not enemy one. Screenshot of mod description in spoiler.

Spoiler

monstromaker_description.thumb.png.33e5b89b0d6a6abc0ba3e4d3bb44938d.png

As you can see, there is no info about enemy consumables.

 

2.I'm still not conviced about relative angle mod. Indeed in case of some ships shooting them angled near 90 deg. will gave noticeably higher chance of citadell. But in my opinion is only higher chance. It's gives chance to "draw" maximum reward, when user aimed correctly at target and user was blessed by RNG. There is no hidden info. Skilled gamer (or non skilled with 55" 4k TV - that's 2x advantage of screen size and huge advantage of resolution - they could aim at target with much higher accuracy than other players) can do same. Question is whether the user should have the possibility of easier aiming or not.

 

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On 12.12.2017 at 2:22 PM, Tuccy said:

Updated the Not Allowed section:

  • Applications and mods that affect or interact with scripts.zip file in any way.

 

Well done, so the official Modpack has illegal mods in it.

 

Thank you for weaken the mod community even more.

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[ITAW] maxi961
4 posts
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a player warned for using a "forbidden" mod maybe could need a little help from WG in understanding what he has done: that is to say your email warning should CLEARLY identify which forbidden mod the player is using, because he might be unable to determine which of the mods he is using is the guilty one !!!

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[UN]
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On 12.12.2017 at 2:22 PM, Tuccy said:

Updated the Not Allowed section:

  • Applications and mods that affect or interact with scripts.zip file in any way.

 

Sweet. Thank you for adding this silently with a minor patch. While I re-download Aslain every 3 weeks for the major patches, I usually just move the mods for minor upgrades. I guess I am in for a break soon....

 

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[5CRUB] Leo_Apollo11
2,714 posts
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Hi all,

 

On 12/20/2017 at 6:12 AM, Caljostro said:

 

Sweet. Thank you for adding this silently with a minor patch. While I re-download Aslain every 3 weeks for the major patches, I usually just move the mods for minor upgrades. I guess I am in for a break soon....

 

 

This was publicly announced and Aslain immediately implemented it (he explained why and told us which MODs are affected by this - just 2)...

 

 

Leo "Apollo11"

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3 hours ago, Leo_Apollo11 said:

Hi all,

 

 

This was publicly announced

 

 

 

Not in the launcher.

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[HRO] _mojo_
[HRO]
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i just received a 7-day ban from WG for using their "official" WG-modpack...thk u for that WG, u really know how to comfort your community

and in addition to the ban they r don't even able to tell me which of the mods i've used were the one that brokes their legal-code^^ -> i wrote several tickets to get an answer to that question, no response so far

 

again, good job WG

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