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walshy71

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Everything posted by walshy71

  1. We need a mod that allows you add a telescope sight and a reflector sight onto the same weapon, with the animations for said usage. You would have the telescopic sight on the top of the weapon and the reflector sight on the side so you can switch between the two sights without having to switch to a non-scoped weapon. Is that possible to do now or do we need to wait for the GECK? An example of waht I'm talking can be seen here in the trailer for Escape from Tarkov, it's seen at 1:10 and 1:23 in the video. https://www.youtube.com/watch?v=a70_QmnjhCU
  2. Is there any chance once the redkit gets released could we get the runes, mainly the Ysgith rune, from the Witcher 2 re-introduced into the Witcher 3? The Sun, Moon, Earth and Fire runes would be a welcome addition as well, What do you guys think would you like to see the old runes back as well? The Ysgith rune as well as increasing the chance to bleed also increases the base damage of your sword by 7%. Personally I really miss this additional damage boost that you receive from this rune, if you've got a not so great sword but you really like it though, you could give it a temporary boost in the damage department till you find or craft a better sword ...
  3. Even after LOOT has done it's thing you'll need to manipulate your load order manually to get things working, Skyrim as a console game port is inherently unstable in the first place. But it is doable, with the help of either the Memory patch and the ENBoost or a full ENB you can make Skyrim more stable than it would be without. But it will need a lot tweaking of individual esp's to achieve it. I usually get two to three days gameplay and then encounter a random ctd. But you could get that with an un-modded Skyrim as well. I have 260 active esp's and esm's, listed in Mod Organiser, some of those are dummy esp's and not needed by Mod Organiser to operate for example Brawl Bug Plugin fix. Apart from the very very rare ctd my game is as stable as I can make it now.
  4. "Let's flip this on it's head, as Gopher says on his YouTube channel about all this, what is the net worth and value your mod will bring to us the users. That's your first question as a developer, second once my product is out there and people have paid me real money for my product AM I GOING TO SUPPORT IT IF SOMETHING GOES WRONG FOR THEM? That's an even more important and pertinent question you need to ask. You've made your mod, have done bug testing to make sure it's compatible with most other popular mods out there, can you offer compatibility patches for your mod to work with those other mods? Are you prepared to provide 24hr support to people from different parts of the world for bug fixes? Cause when you take peoples money you are no longer a Modder doing this for fun, you have now for all intents and purposes become a Software House, developing DLC for commercial gain. You have now gone from "enthusiast" doing stuff for fun, to a "professional" providing a product or service. Have you a litigation team on hand for the inevitable "intellectual thought content" scams and claims that WILL come your way. Do you plan to expand your team behind you to provide you scope to be able to allow you to explore new projects across other games at the same time? Do you plan to invest time into further bug testing and/or bug fixes to make your product even better? Can you do all that for the amount of speculated income you "might" generate? Do you have systems in place to provide tax returns and have a full and clear view of all monies made, in and out for when you have to pay your tax? Do you have a lawyer? Do you have an accountant? Are you prepared to pay for their services and time? This what you as a "full time developer" will have to do ..." Just want to ask a hypothetical question to those Modders who were in favour to some degree with Steam's model, would you be prepared to go full time "professional" with a ll that entails? Cause that's only a flavour of what is in store for you when you make your hobby into a paying job ... "If you are considering self-employment, you will need to discuss with one of the organisations listed under heading Who can give further advice the different ways of trading and which would be most appropriate for your business. The business could take one of three legal forms:- •a sole trader. This is the simplest way of starting a business •a partnership. This is similar to a sole trader except that two or more people run the business •a limited company. This gives the business a completely separate identity from the people who run the business. It is more complicated to set up. In addition to one of the above legal forms, self-employment can also involve one of the following trading practices:- •a co-operative. This is a business which is collectively owned and controlled by the people who work in it. At least two people must be involved •a franchise. A franchise is an agreement which allows the person buying the franchise the right to run a branch of a business that someone else has set up. Book-keeping and accounting It is extremely important that accurate and detailed records of the business are kept. You may be able to keep your own books or employ a bookkeeper or accountant, but if you are trading as a limited company you will need the help of an accountant. Income tax As a self-employed person, you will be responsible for paying income tax on your earnings and will usually need the help of an accountant. There are special tax reliefs and allowances which self-employed people can claim. If you are newly self-employed, you must register with your countries Government Tax office. Value Added Tax Value Added Tax (VAT) is a tax on goods and services which is paid to your countries Revenue and Customs. Whether or not a self-employed person has to pay, and in some cases has the right to choose to pay, VAT depends on the type of business and how much the business sells. You could consider trading in the following ways:- •from home. This has the advantage of low costs but you will need to make sure that the tenancy agreement, mortgage agreement or title deeds of the property do not place any restrictions on business use. You may also need to get local authority planning permission •from premises you have bought or rented. You should consider how much space you need as well as heating, lighting and ventilation requirements. You need to make sure the property has been approved for business use. Planning permission may also be necessary. If you are considering buying or renting premises you should see a solicitor •from a market stall. The local authority will have details of where and when these are available and how much local markets charge •at craft fairs. The local authority will be able to give details of where and when these are held. Business rates Business rates have to be paid to the local authority on most business premises. These include shops, offices, warehouses and factories. In some cases, for example, in a property which contains a shop and a flat, or if you work from home, you may have to pay both business rates and council tax. Some types of business premises are exempt from rates, for example, agricultural land, but that'll also depend your countries individual stance taxation what it charges for it's business rates. Health and safety As a self-employed person you have a duty to make sure that your business premises and working environment meet health and safety requirements. Further information about health and safety requirements is available from your local health and safety executive or environmental health department of your local authority. Insurance Depending on the business and how you trade, you will be required by law to take out certain types of insurance. Other types of insurance are not compulsory but it is important to consider which ones are appropriate. The types of insurance you may need are:- •employer’s liability insurance. If you employ other people you must have this insurance. It provides cover for claims made by employees who are injured or become ill as a result of their employment •vehicles insurance. Vehicles used for business purposes must be insured even if already insured for private use •public liability insurance. This provides cover against claims by members of the public who have been injured or had property damaged as a result of carelessness at work by you or your employees •premises insurance. Insurance will be necessary for the premises you work from, even if you work from home and there is already a policy. This is because the insurance will usually only cover residential use •contents, stock and materials insurance. This insurance will be necessary to cover the replacement costs of stock, materials and the contents of the premises even if is work is being done from home and there is already a home contents insurance policy •health and accident insurance. These will pay a regular income or lump sum if you are unable to work because of an accident or sickness. Social Security As a self-employed person you may have to pay your countries Social Security contributions for yourself and any employees. Whether you have to pay contributions for yourself, and if so what type, depends on how much you earn. Whether contributions have to be paid for any employees depends on what they earn. The payment of contributions will affect the benefits a person can claim in the future. Benefits and Tax Credits As a self-employed person you may be able to claim benefits or tax credits, depending on your income and other circumstances. Trading names and licences You need to consider whether you wish to use a trading name for the business. If so, there are restrictions on the names businesses can use. You may also need to get a licence depending on the type of business." This is just the beginning of what's entailed to become a "self employed semi-professional free-lance developer". Certain rules and regulations will vary of course depending on your individual countries stance and status on self employment. That's a hell of a lot to take in ...
  5. http://steamcommunity.com/app/72850/discussions/0/611704730328215676/ Wow you'll laugh and have your jaw hit the floor at the same time ...
  6. Chesko is gone, we won't know if it's for good or if he'll ever come back ...
  7. LOL just noticed haven't the foggiest notion ...
  8. And like that, they're gone ... http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365253244218
  9. Wonder how Schlangster of the Skyui teams feels now after bad mouthing a lot of fellow content creators on reddit ...
  10. Yep it's up on the Steam Workshop ... http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365253244218
  11. More reading for you, this time about Digital copyright law. http://www.digital-law-online.info/lpdi1.0/treatise26.html "Copyright for a computer program, under the Copyright Act of 1976, comes into being as the source code for the computer program is being written by the programmer. As Section 102(a) states, “Copyright protection subsists . . . in original works of authorship fixed in any tangible medium of expression,” {FN100: 17 U.S.C. §102(a)} such as keypunch cards, magnetic tape, hard or floppy disks, or even the RAM of the computer. The program does not need to be complete or even functional for copyright protection to come into being. When additional source statements are added to the computer program, or corrections are made to the computer program, those additions or corrections are a “derivative work” based on the original computer program. Section 101 {FN101: 17 U.S.C. §101} defines a derivative work as “a work based upon one or more preexisting works” and states that “editorial revisions, annotations, elaborations, or other modifications which, as a whole, represent an original work of authorship” are derivative works. Just as a copyright came into being when the original lines of source code were written by the programmer, so another copyright comes into being for each addition or modification to the source code that shows sufficient originality. Because of this, a computer program generally is protected not by a single copyright but by a series of copyrights starting when it is first written and continuing through the last modification. However, there is little practical significance in viewing the source code copyrights as a series of separate copyrights rather than a single copyright. If the computer program is not a work made for hire, then all the copyrights will expire at the same time – 70 years after the death of the last surviving author. For works made for hire, the copyrights will expire in the order in which they came into being. The copyright on the original program will expire first, allowing it (but not its later modifications) to enter the public domain, where it can be copied freely. The copyright on each modification will expire at some later time, until all the copyrights have expired and the complete computer program enters the public domain. However, because the copyright for the original source code will not expire for 95 years after it is first published (and 120 years after it is first written, if it remains unpublished), it is unlikely that the fact that part of an outdated, 95-year-old computer program has entered the public domain while a part remains copyrighted will be of any significance. One situation in which this series of copyrights may be significant when the copyright in the computer program is registered. It is common to register the copyright whenever a major release of the computer program occurs, but not when there has been only a minor change. While the copyright owner can sue for infringement of the copyright only on the material that has been registered, if there have been only minor changes since registration, the copied version will be substantially similar to the registered one – sufficient for a finding of copyright infringement. It may also be important to look at a computer program as a series of derivative works is when the original author has not written the modifications. For a program written by company employees, it makes no difference because the author under the law for such a work made for hire is the employer. But if there are different authors, then the copyright owner in any work has to authorize the making of any further derivative works and must approve of any distribution of the work that contains his material. Unless ownership and distribution rules are resolved at the time the work is being developed, there could be problems at a later time." And more http://www.digital-law-online.info/lpdi1.0/treatise27.html "When two or more preexisting works are combined to form a new work, in copyright law that work is called a “compilation” – “a work formed by the collection and assembling of preexisting materials or of data that are selected, coordinated, or arranged in such a way that the resulting work as a whole constitutes an original work of authorship.” The copyright in the resulting overall computer program comprises the copyrights in the preexisting component computer programs and a new copyright in the compilation. But that compilation copyright is very limited. The copyright in a compilation or derivative work extends only to the material contributed by the author of such work, as distinguished from the preexisting material employed in the work, and does not imply any exclusive right in the preexisting material. The copyright in such work is independent of, and does not affect or enlarge the scope, duration, ownership, or subsistence of, any copyright protection in the preexisting material. {FN108: 17 U.S.C. §103(b)} This means that to distribute the overall computer program, there must be permission from the copyright owners of all the component computer programs. It is important before distributing a program using a library that the license that accompanied that library allow the redistribution of the library in the way intended, or else the distribution right for that library will be infringed." So basically get your content copyrighted and trademarked guys.
  12. Because Valve seriously muddied the waters Ac3s, it's legal mine field. http://imgur.com/GPbumHU It's a very very depressing read ... I think this was from a heated Reddit exchange.
  13. @Antipax re-edited my original post, the imgur link is really eye-opening ...
  14. Has anyone read the stuff on the bethblog? skyrim-creationkit-steamworkshop-forblog_v2 We believe mod developers are just that: developers. We love that Valve has given new choice to the community in how they reward them, and want to pass that choice along to our players. We are listening and will make changes as necessary. We have a long history with modding, dating back to 2002 with The Elder Scrolls Construction Set. Its our belief that our games become something much more with the promise of making it your own. Even if you never try a mod, the idea you could do anything is at the core of our game experiences. Over the years we have met much resistance to the time and attention we put into making our games heavily moddable. The time and costs involved, plus the legal hurdles, havent made it easy. Modding is one of the reasons Oblivion was re-rated from T to M, costing us millions of dollars. While others in the industry went away from it, we pushed more toward it. We are always looking for new ways to expand modding. Our friends at Valve share many of the same beliefs in mods and created the Steam Workshop with us in 2012 for Skyrim, making it easier than ever to search and download mods. Along with Skyrim Nexus and other sites, our players have many great ways to get mods. Despite all that, its still too small in our eyes. Only 8% of the Skyrim audience has ever used a mod. Less than 1% has ever made one. In our early discussions regarding Workshop with Valve, they presented data showing the effect paid user content has had on their games, their players, and their modders. All of it hugely positive. They showed, quite clearly, that allowing content creators to make money increased the quality and choice that players had. They asked if we would consider doing the same. This was in 2012 and we had many questions, but only one demand. It had to be open, not curated like the current models. At every step along the way with mods, we have had many opportunities to step in and control things, and decided not to. We wanted to let our players decide what is good, bad, right, and wrong. We will not pass judgment on what they do. Were even careful about highlighting a modder on this blog for that very reason. Three years later and Valve has finally solved the technical and legal hurdles to make such a thing possible, and they should be celebrated for it. It wasnt easy. They are not forcing us, or any other game, to do it. They are opening a powerful new choice for everyone. We believe most mods should be free. But we also believe our community wants to reward the very best creators, and that they deserve to be rewarded. We believe the best should be paid for their work and treated like the game developers they are. But again, we dont think its right for us to decide who those creators are or what they create. We also dont think we should tell the developer what to charge. That is their decision, and its up to the players to decide if that is a good value. Weve been down similar paths with our own work, and much of this gives us déjà vu from when we made the first DLC: Horse Armor. Horse Armor gave us a start into something new, and it led to us giving better and better value to our players with DLC like Shivering Isles, Point Lookout, Dragonborn and more. We hope modders will do the same. Opening up a market like this is full of problems. They are all the same problems every software developer faces (support, theft, etc.), and the solutions are the same. Valve has done a great job addressing those, but there will be new ones, and were confident those will get solved over time also. If the system shows that it needs curation, well consider it, but we believe that should be a last resort. There are certainly other ways of supporting modders, through donations and other options. We are in favor of all of them. One doesnt replace another, and we want the choice to be the communitys. Yet, in just one day, a popular mod developer made more on the Skyrim paid workshop then he made in all the years he asked for donations. Revenue Sharing Many have questioned the split of the revenue, and we agree this is where it gets debatable. Were not suggesting its perfect, but we can tell you how it was arrived at. First Valve gets 30%. This is standard across all digital distributions services and we think Valve deserves this. No debate for us there. The remaining is split 25% to the modder and 45% to us. We ultimately decide this percentage, not Valve. Is this the right split? There are valid arguments for it being more, less, or the same. It is the current industry standard, having been successful in both paid and free games. After much consultation and research with Valve, we decided its the best place to start. This is not some money grabbing scheme by us. Even this weekend, when Skyrim was free for all, mod sales represented less than 1% of our Steam revenue. The percentage conversation is about assigning value in a business relationship. How do we value an open IP license? The active player base and built in audience? The extra years making the game open and developing tools? The original game that gets modded? Even now, at 25% and early sales data, were looking at some modders making more money than the studio members whose content is being edited. We also look outside at how open IP licenses work, with things like Amazons Kindle Worlds, where you can publish fan fiction and get about 15-25%, but thats only an IP license, no content or tools. The 25% cut has been operating on Steam successfully for years, and its currently our best data point. More games are coming to Paid Mods on Steam soon, and many will be at 25%, and many wont. Well figure out over time what feels right for us and our community. If it needs to change, well change it. The Larger Issue of the Gaming Community and Modding This is where we are listening, and concerned, the most. Despite seeming to sit outside the community, we are part of it. It is who we are. We dont come to work, leave and then turn off. We completely understand the potential long-term implications allowing paid mods could mean. We think most of them are good. Some of them are not good. Some of them could hurt what we have spent so long building. We have just as much invested in it as our players. Some are concerned that this whole thing is leading to a world where mods are tied to one system, DRMd and not allowed to be freely accessed. That is the exact opposite of what we stand for. Not only do we want more mods, easier to access, were anti-DRM as far as we can be. Most people dont know, but our very own Skyrim DLC has zero DRM. We shipped Oblivion with no DRM because we didnt like how it affected the game. There are things we can control, and things we cant. Our belief still stands that our community knows best, and they will decide how modding should work. We think its important to offer choice where there hasnt been before. We will do whatever we need to do to keep our community and our games as healthy as possible. We hope you will do the same. Bethesda Game Studios ] ------ here is the link, it is behind a language and age selection http://www.bethblog.com/ Don't know what to make of this ... If it means the heard the shitstorm then feckin good I say, to paraqoute Brother Thorlogh from a mod we all know and love that's free, "Bethesda just hit the Hornets nest with a stick!" More importantly I think everyone needs to read this imgur screen grab, that I suspect was from a very heated reddit exchange with Gabe Newell, CEO of Valve. http://i.imgur.com/GPbumHU.png Really interesting read basically in business practise what Valve has been doing is called "Rentseeking" from Wiki-pedia - "Rent-seeking is an attempt to obtain economic rent (i.e., the portion of income paid to a factor of production in excess of that which is needed to keep it employed in its current use) by manipulating the social or political environment in which economic activities occur, rather than by creating new wealth. Rent-seeking implies extraction of uncompensated value from others without making any contribution to productivity. The classic example of rent-seeking, according to Robert Shiller, is that of a feudal lord who installs a chain across a river that flows through his land and then hires a collector to charge passing boats a fee (or rent of the section of the river for a few minutes) to lower the chain. There is nothing productive about the chain or the collector. The lord has made no improvements to the river and is helping nobody in any way, directly or indirectly, except himself. All he is doing is finding a way to make money from something that used to be free."
  15. So we as users can go ahead on a mod creators behalf then without having to contact the mod author that we're doing it on their behalf?
  16. I know saw that Speedfreak, but what I'm asking for is clarification on what we can do as mod users about this on someone's behalf, do we have the right to slap a DCMA down on a mod we think is dodgy? The whole situation is as clear as a cow pat floating in a mud bath ...
  17. Ac3s has contacted me and stated that the mod in question is fine. But we do need clarification on this matter about our position as bystanders and making a DCMA infringement.
  18. Can't post the link but it's easy to find in the Paid mods review section. Is this using resources from Ac3s Telvanni Tower Resource? Was trying to flag it myself for DCMA infringement but seeing as I'm not Ac3s or authorised by Ac3s to do so I think I can't. I have the Complaint ready to go but I don't know if I can get authorisation on Ac3s behalf to do so. What are our legal obligations under such a circumstance as this as mod users to help protect you guys (free mod creators) from copyright theft? Can we a slap a DCMA on a mod we think as a dodgy rip-off on your behalf, collectively at any time or do we have to contact you individually to make you aware, get your permission to go ahead and then go ahead with it and then let you guys go ahead with your own DCMA complaint as content owner as well. It's all very confusing and the waters are very murky around all this.
  19. These scripts have saved a save game on a new character! Admitedly I have the latest UKSP, Harvest Overhaul and other mods but for about 6 months I had been suffering random ctd's, papyrus and script bloat due to obviously these scripts not behaving correctly. And during all that time I can't remember seeing a bug or fish doing it's thing now they're back flitting about and the game is stable again! Will try them out on other "broken saves" and report back. Installed these with Mod Organizer and left them at the end of my load order and let them overwrite UKSP, absolute deal clincher and brilliant work mate!
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