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OH72

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Everything posted by OH72

  1. Since Nexus isn't using those programs themselves, the point is moot. The uploader licensed the product and by uploading certified that they have the right to distribute content made with that software and to grant distribution rights to third parties. If that was not the case, it's the mod maker who has a problem - they are in a contractual relationship with the program maker. Incidentally, when a team of scientists submits the results of their work as a scientific publication to a journal, they invariably are expected to grant the journal distribution rights in perpetuity, so that the journal's archives aren't compromised. In some cases, they have to sign over full copyright, retaining solely the right to personal copies and to give away copies by direct request. The journals don't commission these articles, they don't pay for the research and they do not even do the in-depth scientific review, they outsource that to other scientists who do it for free, deciding whether the study is fit for publication or not. And yet the big publishing houses like Elsevier, SpringerNature, Wiley etc. make a truckload of money solely by formatting, layouting, basic editorial work, and distributing the content electronically and in print. Where journals or articles aren't open access, the only way to get to the content is by a) a subscription or b)paying an insane amount for the individual article (USD 25-35 for a handful of pages). Are you saying that your work is more important than, say, trying to cure pancreatic cancer? Or why, precisely, do you think something that's standard practice in medical research globally is supposedly illegal when it comes to mods? There's been legislation in sundry countries to guarantee that at least taxpayer-funded research is available to the public without additional payments. Do you think such legislation would have happened if a simple legal challenge would have been enough? What, precisely, makes a mod for a game so important that it should get preferential treatment over years of life-saving research?
  2. Don't think I'll mind much information for mods for Witcher 3 in there... Anyway, if I search for "Witcher" in my mod download history, I see 28 mods. But Vortex tells me I had 23 mods active. Now if I look more closely, some of the mods in the download history are for Witcher 2, so maybe I can reconstruct it from there. I just wondered if Vortex somehow remembers "from a previous life" how many mods were active, it might also be able to tell me which ones...
  3. Hi all. Due to a HD crash, I lost my previous installation of Vortex, Witcher 3 and the installed mod files. Upon reinstalling Vortex, it seemed to know how many mods I had used for Witcher 3, probably because some AppData survived somewhere. But the folder with the mods is gone. Now the question is - if Vortex knows how many mods there were, might there be a way to recover the mod list, so I can re-download the mods?
  4. I have the same problem at the moment with a freshly set-up windows 10. Used to be able to run Vortex in the previous installation. Due to a hard disk wipe, I had to reinstall everything, and now Vortex complains about having Admin rights, even though neither the installation was run as admin nor Vortex itself.
  5. In response to post #56641926. #56646641, #56651231 are all replies on the same post. As a matter of fact, still not having bought FO4, I'm waiting with my purchase until Vortex is released :P
  6. In response to post #55826861. #55826971, #55827211 are all replies on the same post. FilthyCasual523 How did you glean from it that mods are installed in the data folder when it uses LINKS?
  7. Well, my system is running in German, but I assume you'll be able to make sense out of this: These were the two Error-Level events during the last crash, the upper one at 23:33:10 and the lower one at 23:33:28 local time.There were two information events as well.At 23:33:28 was this: And at 23:33:45 this:
  8. Dug out XCOM EW again (fresh install). Installed Mutator Enabler, Sightlines and Commander's Choice Mods. Now I reproducibly have the problem that while I can load saves in base without a problem, any load of an in-mission save results in a crash. Disabling cloud access does nothing, alas. Would appreciate any help.
  9. After several runs without a problem, suddenly OMM is giving me an error about not finding part of a path. Crashdump is in German: Donnerstag, 6. Juli 2017 - 03:46:111.1.12 (Safe mode)OS version: Microsoft Windows NT 6.2.9200.0 Type: System.IO.DirectoryNotFoundExceptionError message: Ein Teil des Pfades "D:\SteamLibrary\steamapps\common\Oblivion\data\INI Tweaks" konnte nicht gefunden werden.Stack trace: bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) bei System.IO.Directory.DeleteHelper(String fullPath, String userPath, Boolean recursive) bei System.IO.Directory.Delete(String fullPath, String userPath, Boolean recursive) bei System.IO.DirectoryInfo.Delete() bei OblivionModManager.MainForm.TidyDataFolder() bei OblivionModManager.MainForm.MainForm_FormClosing(Object sender, FormClosingEventArgs e) bei System.Windows.Forms.Form.OnFormClosing(FormClosingEventArgs e) bei System.Windows.Forms.Form.WmClose(Message& m) bei System.Windows.Forms.Form.WndProc(Message& m) bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) As a consequence, OMM doesn't close and has to be killed with the Task Manager Any idea why this suddenly started? As one possible clue, I have the impression that archive invalidation doesn't work properly.
  10. I pointed out what part of the consequences you were not describing correctly. Sorry, but your reference to Skyrim data is no data "to the contrary". Skyrim does not define the TES brand. The TES brand is defined by the expecations established by the previous games and the auxiliary information released. The very fact that people expected a mod tool would be released for Skyrim illustrates that the availability of mods was understood to be a standard fare of the franchise. I am pointing out the flaws in your argumentation - if you accept A, you have to conclude B. Yes, it says nothing - it does not make any statement either way. That's a fundamentally different thing about there being no connection with it. I never said so, but I see where you are getting confused. You are confusing effects of mod USERS with effects of the existence of mods. They are very, very, distinct thing. Someone who buys Skyrim now knows that there are mods which can bring the graphics more up to date, so that IF they dislike the graphics, they CAN adjust them. That doesn't say anything about whether they will actually do so, but it DOES influence buying decision. Nope. You are merely confused about the actual statement and how buying decisions are made. Perhaps you should, for once, READ what you reply to instead of setting up strawmen? I wrote "providing compatibility for other popular mods doesn't cut it", which led you to ask "Why would ensuring compatibility "not cut it"?" The point is the fact that compatibility for other popular mods is not sufficient. Either it works, period, or it doesn't - in which case the mod creator might be given a chance to help the buyer get it to work (which is a logistical nightmare probably no modder can truly fulfil) but failing that, have to refund the buyer. As was pointed out in a Forbes article on the issue, mods are by nature experimental. The permutations of different mod environments at an end user are so vast that it's impossible to provide any guarantees as to whether a mod will work. It's wishful thinking because it will never happen, and as such makes your whole notion of practicality void. The reason we have this whole discussion is that a lof of mod creators are great at creating things, but not precisely the best entrepreneurs. Hardly, when they ask modders to not discuss the issue with anyone. Which would still change nothing about the fact that Skyrim is built on the shoulders of predecessors which influence buying decisions. You and your lack of understanding of the concept of brand expectations. Of course. I'm sorry I forgot it's your prerogative to make up complete nonsense and misrepresent what you copy/pasted just before just for the sake of having something to argue against.
  11. Which you didn't describe correctly Not a very credible argument, as the availability of mods is a key part of the TES brand. But the latter is the point: ANY effort towards life cycle extension adds costs. The creation of the mod kit is about as cheap as life cycle extension can come - compared with the supply of comparable content by Bethesda, and especially the opportunity cost of working on Skyrim content rather than FO4 or TESVI content, the mod kit is negligible in cost. I never said it has nothing to do with lost profits. I said it says nothing about lost profits, it allows no real conclusion to be drawn. But you are making a fundamental mistake here, though I know it's one that's quite common. You are using averages for grossly asymmetrical distributions - that's not a valid use of statistics. It makes a significant difference whether you lose 4% of sales at a time when the price is $70 or whether you lose them over the whole lifespan when for the vast majority of that lifespan, the price is is dramatically below $70. Since sales in general are not distributed across time without preference, it is unreasonable to assume that would be different for mod users. No, you are assuming any of that relieves a mod creator from their duties - in fact, mod organization utilities already exist, and providing compatibility "for other popular mods" doesn't cut it. Someone who pays money for a mod has a right to have that mod working or get their money back under plenty of nations' consumer rights legislation. That's wishful thinking. Not only did Valve not only point out to people what they were getting themselves into, they discouraged them implicitly from educating themselves. But that's not even the end of it, because Valve themselves are notoriously ignorant of legal obligations outside the US. Unfortunately, that evidence doesn't support your premise, as it ignores the issue of branding and the influence branding has on sales. Neither extreme speculations nor assumptions, just the understanding that Skyrim doesn't exist in a void and is not TESI but TESV.
  12. That's not how these things work, alas. Your fractions do not represent how buying decisions are made. What matters is the anticipated value of a game vs. the price asked. As such, someone as much as considering the use of mods - whether they end up using one or not - will attribute a greater value to the game and as such be willing to pay more. That also means they will buy earlier, when the price is still higher. Mods also contribute to the longevity of the game, postponing the end of the product life cycle. To get such an effect would normally involve COSTS for Bethesda. Thus, they profit from prolonged attractiveness of the game, at a time when it has long recovered the production costs, without having to invest further. So, talking about a reduction in sales as a pure percentage is missing the point - a pure reduction in sales numbers says nothing about lost profits. A 4% loss in sales that manifests itself in week 1 has a much more serious effect on profits than an overall 4% loss that's distributed over the entire lifetime of a game. Lastly, I'm not sure what makes you believe that paid mods will have a greater ease of use. They will have the very same compatibility problems as every other mod out there. They are also far less easy to use than alternatives, with Steam caring little for load order and dependencies. They will also have a mod creator behind them who has no idea about the legal obligations they are under, nor has the logistics at their disposal to meet them...
  13. You are comparing apples and oranges (which is not to say that said modders are evil demons in my eyes) You are comparing a YouTuber, for whose content no one has to pay a dime directly unless they want to, and whose content is plain accessible for anyone for whom YouTube works, with people who directly SELL an actual code product - all without the usual guarantees you get when buying something.
  14. I think neither Valve nor the mod authors at issue really understand the legal can of worms they are opening. I doubt that a mod author in the US understands what it means, for example, to sell software into the EU - especially since Valve themselves have shown in the past that even they don't. And they are likely to be in for another rude awakening with their return policy on mods. Folks, if you consider monetarizing your mods, understand one thing: The moment people spend money for your products, they have rights. And you should think long and hard whether you are aware of said rights and whether you are willing to fulfill them. You should also know that a lot of that burden should technically be on Valve's shoulders, as Valve is the party doing the transaction with the end user, but Valve is screwing you over for it.
  15. I have been using Arissa for quite a while and so far without problems. I had a few general glitches with the game earlier today which resolved when I removed another mod, but since then, Arissa is not wearing ANY armor, just her default clothes. She has light and heavy armor at her disposal and IS wearing helmet, weapons, shield etc - just not the armor. Any idea what the reason might be and how to fix it? Taking stuff away and giving it back to her (via the "manage your equipment" function of the mod, of course) won't make her wear it, either, nor will she put something on when in combat. As I implied above, this was not the case previously.
  16. I know that RND lowers max carry weight, but by a specific amount, not steadily using more. I checked the character active effects before and after this started and didn't see any effect that might explain it. I ended up going back several savegames and have been able to continue from there. I have a suspicion what mod could have been responsible, but have been focussing on repeating the activities lost to the reversion first.
  17. Hello, I started to observe a continuous drop in max carry weight even going well into the negative by the thousands. When I saw a negativ max carry weight for the first time, I tried to simply adjust it via console, but then observed that when just closing and reopening the inventory, it was already down by 30-50 points, and continued to drop over time, giving me constant game messages about being too encumbered to run. Does anyone have an idea what might be causing this?
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