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MangoMonkey

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  1. In response to post #24640949. #24641209, #24641459, #24641589, #24641639 are all replies on the same post. He's done exactly that? He's raised the profile of the donation button, added support for permissions and donations right there in the download button, all within a few days? The tools you wanted are already there, and no doubt more will come? This is directly because of these revenue streams. Just because Valve is involved at all does not make it wrong, either. The Nexus itself is in no way effected by this deal, other than receiving a trickle of revenue from the Workshop if the author opts into the scheme. Fundamentally: if an author chooses to add a paid mod to the Workshop, and then chooses to support the Nexus, he receives that support. By making the choice to participate, the author has already agreed to Valve's ridiculous 25/75 cost divide. The Nexus doesn't even factor in here? You want him to take an outright stand against their actions that he doesn't want to take. He supports his site, and his site supports free modding with donations and exposure? You're directing your ire at the wrong people for the wrong reasons, surely?
  2. In response to post #24641229. That power largely resides with the consumer, and the modder. If you don't buy the mods - and I doubt many will - then the business model doesn't work and it doesn't stick. There's also the counter-argument that paid modding might actually increase the availability of free mods. If a prospective mod author wishes to persuade people to buy his content, that means the content has to be of a certain quality. Learning how to make mods of that quality mandates experience and learning, both of which can be gained most readily with active and supported communites like the Nexus. If anything, if modding begins to require a certain amount of "professionalism", it might actually spur the community on to increase the quality of the free mods to help get them to that level. I'm not saying it will for certain, but it's something to think about.
  3. In response to post #24640949. Why? This doesn't make any sense? He's entirely transparent about the process. I can kind of understand the notion that you believe he is tacitly "supporting" the Workshop and Valve's move, but his posts have made it clear he doesn't. At the same time, surely you can't think that he should've actively refused to list the site as a partner? The Nexus requires money - and from my previous experiences with websites and server costs, likely an awful lot of money - to support the modding scene (the free modding scene, I hasten to add) in the way that it does. To continue to develop this site as an alternative to the Workshop, it would've made no sense at all to dismiss Valve's proposal. He did all the leg work he had to to ensure his opinions and site itself remained free to operate.
  4. In response to post #24640654. Dark0ne owns the site but he's as beholden to the community as an website is. All websites rely on traffic to pay for their upkeep and their staff. He makes these long blog posts because it's important he keeps the community informed, which I'm certain we're all grateful for. To imply he can "do whatever he wants" is a bit of a disservice to the amount of effort he's putting into being transparent during this whole storm. Not that I don't get the positive emphasis in your comment, of course! This entire community really is excellent, so it's great to see people rally to it like this.
  5. I think it's important that everyone realise that targeting individual mod authors and, even worse, sites like the Nexus or Dark0ne specifically is not the way to go. I'm not a solo modder, but I have my name to a few mods as a result of assisting the mod authors with their ideas. Opulent Outfits is one of the best examples of this kind of collaboration - the author, who had created these beautiful textures, was struggling with the technical side of the mod. Together, we worked that out and made sure his mod realised his vision. That kind of collaboration would never have happened if the Nexus hadn't existed. If that kind of open modding community wasn't supported. More high profile examples included early collaborations between isoku and SparrowPrince, resulting in the beautiful WATER mod. While we're on that subject, Chesko and isoku have produced some of the highest profile, most popular mods in the community to date. To drive them away from the modding scene is a horrible mistake - these guys have devoted hundreds of hours to this community, and to the game we all love, and we shouldn't forget this. Chesko has already left the community, hopefully only temporarily, and that really is a crying shame. I get the anger around this. I do. It feels like Valve is trying to monetise yet another part of the lifeblood of PC gaming. But to drive away some of the most valuable members of this community or, even worse, to target the community itself is a much bigger problem. This collaborative, friendly community has helped thousands of mods see the light of day, and hundreds of modders learn and contribute who otherwise would've been unable to - this site has never been about anything else. It works incredibly well. Lets all keep some perspective on that one. I know how much I've enjoyed working with people here, and I know how much time these modders have sank into their projects. Please endeavour not to forget that. A witch hunt is not the way to deal with this stuff, it never is.
  6. Hey, Essentially, I have a fairly sizeable esp for an established mod. Checking it with tes5edit flings up a few errors in regards to not carrying across changes from the USKP - most of which I've already dealt with. However, I have an issue with a small selection of NPCs. They've been edited quite extensively by the Unofficial Skyrim Patch - much more so than my mod does. I attempted to simply remove my edits entirely, so as to then import the base NPC from the USKP and modify that one, but attempting to erase the NPC's record threatens to erase a lot more than that in the CK. I figure it would be a terrible idea to delete the NPC from the ESP entirely if it was also going to edit a bunch of records i didn't want to touch? So, essentially, my question is this: is there a way to import the changes from one mod into another to then edit in your esp, IF that reference has already been edited in your game? I know I can do it from scratch, but I'm now having trouble returning those NPCs to their base state. Can I do it with tes5edit, for example, or is it safe to delete the NPC from my esp in spite of the warnings? Thanks in advance for any help! MM
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