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DexLuther3

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  1. The EULA I quoted and linked is Bethesda EULA for the Construction Kit found on the Steam Workshop. Since you have to get the CK through Steam, it's the EULA you agree to. The EULA IS a contract and is legally binding in most cases unless unreasonable demands are made, which isn't the case here. By agreeing to the CK's EULA during installation and modifying/adding to their game and distributing said mod you agree that THEY own said modification. It becomes their copyright and IP. The rest only says that they can do what they want with it, but it never states that they are limited to only those actions. They can even grant sub-licenses to companies they are affiliated with now or at any time in the future. They can order than any mod on the nexus be removed and destroyed at any moment, and Nexus would have to legally comply. The author of the mod would have absolutely nothing to say about it because they don't legally own anything. Again, Bethesda owns the rights. http://en.wikipedia.org/wiki/End-user_license_agreement http://www.osnews.com/story/23794/US_Court_Upholds_EULAs_Criminalises_Pretty_Much_All_of_Us To say someone can't use or update a mod claiming the author has rights when he signed away those rights is rather silly. People can use and mod everything else in TES, but you can't mod the mods especially those which are basically abandonware. You can be sure about it all you want. If there's even 1 single author not agreeing with you on this, a site making up such rules will be in legal trouble quickly. Firstly, if they cared at all, their mods wouldn't be abandoned. If they cared, they'd at least respond to PMs about letting someone else take care of it. Finally, As stated above, you can't sue over something you don't legally own the rights to.
  2. I could be wrong here. It's my understanding that as soon as you make a mod for a game, the company that made that game owns your mod. If the company lets you mod the game that they own, then I'm pretty sure you can also mod the mods that they also own. Source: http://store.steampowered.com/eula/eula_202480 I don't understand why this idea wouldn't work because of an IP that the author doesn't even have (at least in the case of TES and other Bethesda games). If it's about respect, then I'm sure that the author that's been inactive for over a year and doesn't respond to PMs doesn't mind someone else updating/modifying their mod. Even so, I'm sure there's some way of working within the confines of maintaining respect for an inactive mod author, and breathing new life into the ever-growing list of outdated, unmaintained and unusable mods.
  3. It's nice to see responsible people on top of things for once. If only others in the world could follow suit. Thanks for the update!
  4. The above portion of the suggestion is the only part that could apply here. The position of the Nexus on this issue throughout over a decade of experience has been 100% consistent. We will never unilaterally take away an author's rights. Unless and until the original author affirmatively declares material to be a "modder's resource", or otherwise gives others rights to the mod, it remains that author's. Makes sense. I didn't really see letting someone update a mod who's author has been inactive for a year as taking anything away from them. Then again they would get the warning by email. I think it would be safe to assume that if they don't respond, then they must not care. Then again the initial idea is just that. An idea. It can be molded to Nexus. If an author decides to come back after their mods have been put up for adoption, they'd still have all their rights over them. It'd be like your neighbor taking in your mail, mowing your lawn and watering the flowers while you were away on vacation. When/if you come back, they're all still yours. Better than coming home to 6 foot tall weeds, dead flowers and a pile of moldy letters. I just think it's a shame that there are so many beautiful mods available that can't be used because the author hasn't been around for ages.
  5. This seems to happen more often with armor mods for Bethdesda games, and especially with armors designed for particular body mods. Here's a scenario I've seen to illustrate the issue: CBBE body mod is developed for Skyrim Armor mods are developed for CBBE CBBE updates to CBBEv2 Certain mods are updated to adjust to changes made in CBBEv2 while other mods seem to have been abandoned forever using outdated body mods CBBE updates again to CBBEv3 Some mods update, but many still use CBBEv1 or CBBEv2 This is just one example. I'm sure there are cases of this happening with all body mods. There are probably some weapon mods out there practically unusable because they haven't been updated to work with the latest updates for the game. I've sent PMs to one of two authors politely asking if they had plans on updating their mod and if not asking permission to try and update it myself or find someone to help me do it. In one case the author hasn't been active in over a year, so naturally I've yet to get any replies. My idea is rather than letting the author's hard work go to waste why not have a system that allows for the adoption of mods? Especially those who's author has been inactive for an extended amount of time. The site could automatically send out an email to warn the author "Hey you've been away for a long time. Please come back or your mods will be sent to the orphanage." (probably worded differently, but you get the idea.) Mods in the orphanage can be adopted by someone that wants to maintain it. There would be a delay so that someone can't adopt 50 mods and then do absolutely nothing. Since most mods only seem to need a little tweak here and there to return them to functioning status, a week delay seems fair. Obviously, the mod's original author would still retain credit for the mod. The mod page would read something like "Super Uber Sword by Bob Stevenson (adopted by John Smith)". Authors could also choose to put their mod up for adoption if they no longer have any interest in maintaining it or whatever reason.
  6. That seems like an over complication for something that was quite simple before the patch. I'm hoping they'll be a way (hopefully soon) to have retexture mods work like they did before.
  7. I just bought the home in Solitude. It's my first home and spent ages saving up and scraping the gold together to get it fully upgraded. When I explored the house, I became rather disappointed with an aspect of the house (and I assume all other houses too). There's an alchemy corner with bookshelves loaded with ingredients. The trouble is once you take the ingredients you can't put anything other than books on those shelves (at least not easily). My suggestion/request is for a mod that would remove this limitation. It would be great to be allowed to place any small object on the shelves using the handy dialog box. I don't know how possible this would be though.
  8. It doesn't. Nope. Install 1.3 first, then just download 1.3a manually and put the .esp in your ...\Skyrim\Data folder where all the other .esp files are. I've finally got it working, and can confirm the mod works without the original. A hardware issue would be a likely suspect.
  9. This mod is supposed to be a standalone version. I wrote the mod author in an effort to get my problem fixed, and they confirmed that the original isn't needed. Still worth a try if only for the original mod's meshes.
  10. I don't want to hijack your thread so I wont, but I can't even get the mod to appear at all in my game. :'( Are you running any other mods? The only thing I can think of is maybe some other mod is loading in and screwing with this one. Have you tried turning them all off except this one?
  11. Have you tried putting your saved game in a safe place, and then uninstalling NMM and then the game? After that try re-installing the game, test it with a copy of your save. Then re-install NMM, test it without mods. Then install one mod at a time testing between each.
  12. Anyone who's modded Oblivion probably came across Ren's beauty pack. It was amazingly popular, and rightly so. I've been looking around the mods hoping to see this modder's name pop up. I was a huge fan of the mystic elves and the awesome hair options Ren gave us. Does Ren still hang around? Does anyone know if he/she will make a return to modding? I really hope so!
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