The default mods are as I want them to be. They don't limit you when playing, but also create a big desire for better ones. But I'm planning to move the mods onto the server anyways, so scripting and modding will be close together, which will allow it to create wonderful content. As an example, you can look at the HMGs and airstrikes - they are 100% scripted. (mortars are built into the client for several non-technical reasons)
I'd like to ask for clarification on this. Does this mean that weapon skins will be server-side? Some of us can't run servers to just have our mods :) Or do you simply mean weapon damage/behaivour mods?
Also, I've read over it- are we having PNG sights, rendered kv6's or what?
Last thing- are the pivots and the sizing for the guns the same as the one's for OpenSpades- they look similar, but I'm not sure.
I planned it like that: Modders do the KV6 and release them. Server owners can install these KV6 on their servers, which would make the clients use all these KV6. If the server doesn't have any KV6 installed, the clients use the KV6 that the players chose. So you don't have to run a server just to use different KV6. Scripters can cooperate with modders to make new content. For example, a scripter could write an extension that creates barbed wires that hurt players, and the modder does the KV6. Both can be put on the server and would be used in the client. But don't worry about this - it's planned in the very far future.
And especially, the community will be able to decide how modding would be, since I don't know how it is best for modders and for players who use/would like to use mods. If nobody wants server-side modding, it won't be added.
Right now, the sights have to be included in the weapon KV6. I added an additional scope.KV6 file, but it didn't want to align it properly with the gun, so you would have to experimentally find out where to set the pivots, and that would suck. That's why I removed it.
You can choose the resolution of some KV6 files in the Mod.ini . (Gun_Scope is the resolution for the same gun when scoping in). Pivot points are almost as in other clients, but there's a small offset of ~1-2, so you have to do small adjusting. The standart guns show how you put the pivots properly.
But I see, the modding part of VXW needs some work.