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Nidhoegger

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  1. In response to post #24771999. Because some of us are old enough to still remember when we actually owned our games.
  2. I agree completely with the below poster on the legal ramifications being paramount. Before any issues of morality, the legal status of mods needs to be explored internationally, meaning, in all countries involved, including copywrite laws and what their definition of fair use is, as well as their legal definitions of a contractual agreement. The next step is finding a common ground between all these individual laws and presenting one, or preferably more than one, compromise which hopefully satisfies everyone involved. If they're smart, modders will do this first so that they have a concept that favours them. If they're still vocally passive, they will sit there and wait for Valve to do it (which will not be in your favour, folks. Valve puts Valve first; it is YOUR job to put YOU and the community that supports you first). If it looks airtight enough, and Valve really are as blue-eyed as they seem, or don't want to pay their lawyers even more money to check for alternatives, it is quite possible you will be able to dictate the terms, if you present them in a manner that appeals to the publishers and distributors. Furthermore, I would also urge not just approaching Valve in this manner. This is the best time to remind them that they do have competition and that their competition would love a leg ahead. So go to them, as well. Once they're in a bidding war for your wallets with another distributor, you have a much easier time getting your way.
  3. In response to post #24742594. #24742759, #24742849, #24742924, #24742934, #24743009, #24743059, #24743149, #24743254, #24743299, #24743359, #24743449, #24743474, #24743514, #24743524, #24743584, #24743604, #24743624, #24743724, #24743739, #24743769, #24743774, #24743884, #24743929, #24743984, #24744049, #24744139, #24744159, #24744279, #24744479, #24744519, #24744574, #24744719, #24744789, #24744794, #24744929, #24744964, #24744989, #24745004, #24745054, #24745174, #24745279, #24745339, #24745449, #24745494, #24745729, #24745734, #24745839, #24745939, #24746154, #24746294, #24746544, #24746674, #24746704, #24746719, #24747064, #24747169, #24747379, #24747459, #24747514, #24747554, #24747774, #24747799, #24747909, #24748204, #24748329, #24748344, #24748534, #24748849, #24749024, #24749029, #24749224, #24749279, #24749419, #24750314, #24751879, #24752384, #24752494, #24752744, #24753274, #24753624, #24753979, #24754244, #24754444, #24754479, #24754484, #24754654 are all replies on the same post. You're overreacting and your assessment is grossly flawed. People are correct to criticise Valve's distribution methode and payment plan in whatever manner they see fit. Content of criticism in this case matters less than volume. The 25% payment plan is a horrendous rip-off and with the lack of content control, Valve had opened itself to the exact same case megaupload.com did a good while back. Browsing your own mods, I see that you have foreign IPs in there. If you were to charge for the Sword Of Truth, you would also be part of that investigation when it comes, and on the wrong end of it. Intellectual property laws are more than a can of worms, they are a bottomless pit of despair. Once money is in the picture, things can get horrendously ugly and disproportionate. Criticism of the modus operandi is thus more than valid. IF you wish recompensation for modules, you have two sane avenues: 1) Donations. Be nice to your customers (once you want money, they are customers, and interactions fundamentally change; that is simply how it is) and don't be a prat, and especially deliver quality that many people like, and people will donate. Realise it will never be enough to finance your modding, unless you somehow make the next Star Citizen. Realise modding is still a hobby, and always will be, because you cannot garuantee yourself a proper income. 2) Talk to the IP holders of the software you wish to mod. Have a proper concept and enough work already done to prove it viable. Use the words "new DLC". If you present yourself well, you will be able to legally profit off this, and the slew of copywrite laws are avoided on the destributor's side by making it an official DLC. In closing, the vitriol experienced in these past few days is only partly the byproduct of changing the relationship from peer-related and social to provider and consumer. Once you as a mod-maker are seen as a provider, people treat you differently. However, paid mods also attack established "traditions" and poison the well. The reaction and backlash to this is to be expected,and will scatter and hit more or less innocent bystanders as well, because once the mob is unleashed, anyone who gets called a witch gets burnt. This does not make the "mob" or everyone who justifiably complained and went active against this a bad person or a troll. This does not mean they are suddenly against mod makers. But with the above post, FavouredSoul, you have certainly ensured that a fair share will be against -you-. A smarter choice would be not to speak out and, like our own Helmut Kohl for decades here, just sit it out.
  4. Exactly the same problem here. Now, I distinctly remember doing the civil war quest on the imperial side before; several times in fact. The only thing I installed (and to my knowledge successfully uninstalled) that even touches the civil war was the Civil War Overhaul (found here: http://www.nexusmods.com/skyrim/mods/37216/? ). Now, I'm not looking for a culprit, but rather for a fix, and if this mod changes something that affects the questline, knowing that will help fix it. I'd greatly appreciate any input in that regard, even if it's just to tell me I'm barking up the completely wrong tree. Thanks!
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