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IglooGreenHouse

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Posts posted by IglooGreenHouse

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    Id love to see Bethesda use one of my armors for one of their games. Not only because it would be kind of cool but also because id love to see their laywer trying to defend selling content they didnt have the right to use, that was made by someone with no education in game design at all, using non commercial licenses of programs that are not made by them and dont allow to monetize the products....

    Except you grant them all those rights when you upload your mod to Bethesda.net / use the CK. Go read the EULAs if you don't believe me.
    I cant grant them any right i dont have, which includes making money of products made with a student version of 3ds max and a non commercial version of Substance painter

    This is true. But then again they aren't selling your mod, are they? They've never sold anyone's mod as their own product. And you've highlighted the exact reason they won't do that: they can't guarantee that the mod author used tools that allow for commercialization. That is why they simply use mod authors' ideas instead of a mod author's implementation.

     

    I know that they probably wont ever do that but someone above mentioned that they technivally could include our mods into their games and that they even have the right to use meshes or textures, that is what i was refering to.

     

    They really don't have any legal standing for this at all. I'd like to see a lawyer make the argument that a EULA is grounds for transferring Intellectual Property rights. A water park can have you sign a waiver, but just because you signed it doesn't mean you can't sue them when you break your neck.

     

    And furthermore why would they even try something like what's being suggested? Despite how it looks Bethesda really doesn't like having mods be their #1 PR problem.

  2. So I made a new worldspace with a tesanwynn esp. Heightmap looks good in Creation Kit, everything seems normal. I build a door that teleports to the new worldspace, and test it out in game. I get a instant CTD in game as soon as the new worldspace loads.

     

    Any idea what's causing this?

  3. I really think there is an OPTIMAL maximum complexity for a Fallout 4 mod, and this mod idea exceeds that by a million miles. Even if you insisted on going down this route, a MODULAR approach would be far better- where each given time period actually produces a mostly finished and usable mod.

     

    Here's the problem. Self-published games have never been a bigger market and opportunity. The moment any serious member of a stupidly ambitious mod realises they have real talent, it makes more sense for them to move to commercial work- or at least work that may eventually make money.

     

    It gets worse. Why do a stupidly ambitious mod for FO4 (which has a tiny chance of ever being finished) when the same effort could be used to create a free fallout like world in the free game engines that are now available, like Unreal and Lumberyard?

     

    IF you can put together a talented team like you hope, they could just as easily be crafting an open world post apocalyptic title in Lumberyard - and one that would actually allow the killer feature of co-op play (multiple real Humans in the same game world).

     

    I honestly think that gaming/computer tech has reached a level, with all the free tools and engines, that the need to use a Beth title as a 'base' has almost gone. An open source, f2p, free to mod post apocalyptic RPG game, made and expanded entirely by modding enthusiasts, is now absolutely doable.

    So your feedback for this mod is...don't make it? That's nice.

  4. Hi forums,

     

    I think I'd be interested in trying out making a new worldspace when the GECK comes out. No specific plans yet, but I wanted to use real terrain as the basis of a heightmap. I've heard some people say google earth has a plugin for this, and another mod team has talked about using this site: http://reverb.echo.nasa.gov/reverb/#utf8=%E2%9C%93&spatial_map=satellite&spatial_type=rectangle

    I however haven't been getting very far with either option, the nasa site is very convoluted. Is there anyone who has done something like this in the past who can suggest a good solution?

  5. I don't give a s*** about making robots, I don't give a s*** about Fallout Farmville, those are not going to make the core game any better.

     

    Instead of the island, they should have expanded the Commonwealth map and made Far Harbor a new piece of the map you can walk to, makes the Commonwealth bigger while giving us a new town and quests we don't have to travel to an island to complete.

    Nah, this lets them set up a new area with new lore hundreds of miles from Boston. It's gonna be awesome.

  6. It's probably going to be something where the Creation Kit interacts directly with Bethesda.net, through an export feature, and then there'll be a new menu in Fallout 4 on consoles and PC that let you install mods from Bethesda.net.

    That way seemingly they can control better the content going to consoles.

    I'm still fuzzy about how they expect this system to work though. How are they going to streamline load orders, game crashes, save corruption from mods on these consoles? It sounds like console users are going to find themselves destroying their games with no idea what they're doing.

  7. Perhaps you would look on things differently if your family; mother, father, sisters and brothers; had been horribly tortured and killed by the Nazis. "I can straight out tell you I dislike what Hitler regime did" just don't cut it, kid. Grow up.

     

     

    The Rabbit

    So because someone wants to make something you find distateful they need to 'grow up'? What's the matter with you, you're on a forum concerning a game that depicts a nuclear apocalypse and you're telling people to not be offensive. Quit acting like a child who dosen't want to hear swear words.

  8.  

     

    I wouldn't be surprised if GECK was delayed until the time consoles are "ready" for mods. This time around it's not just the added complexity of forms but also support for new platforms both technical and logistics side.

    The majority of mods will never run on consoles. So thats not a good argument for a delay.

    Providing means to create mods but no means for downloading and using them by console users might be seen as Bethesda going back on the promise to give console users access to mods. If not outrage, it might still generate some bad will and bad press.

     

    Then again, making stable mods takes time and will only be further delayed if the GECK is. The longer they wait to release the GECK the longer it is until there'll be mods ready for consoles.

  9. I'd guess they're putting together some mod tutorial videos. It can't be that hard to give us the GECK, it's what they used to make the game right?

    What are the chances that bethesda.net is gonna roll out the same time as the GECK? That could be interesting, especially because nobody really knows how the console mods are gonna function.

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