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dovapix

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Posts posted by dovapix

  1. I have found this in the xml files but i am not sure about certain values specially the one highlight in yellow since i don't understand the 30 value since it doesn't look like second :

     

    <skill id="StatusCamouflage" cat="status" tier="11" max_level="1" desc_params="camouflage;M:StatusCamouflage" skill_points="1" skill_points_type="Status">
    <level_req type="Status" value="9"/>
    <skill_req id="craftingexpertise"/>
    <effect id="CamouflageEnabled" change="1"/>
    </skill>

    <skill id="StatusCamouflage2" cat="status" tier="21" max_level="1" desc_params="camouflage_attack;P;M:StatusCamouflage2" skill_points="1" skill_points_type="Status">
    <level_req type="Status" value="12"/>
    <skill_req id="StatusCamouflage"/>
    <effect id="CamouflageDuration" change="30"/>
    <effect id="CamouflageLooseOnGiveDamage" change="x-1"/>
    </skill>

  2. Hi guy's

     

    Just want to make a small mod that change 3 simple things :

     

    1-Where is the.scr that deal with skills since i want to make the camouflage skill last 5 min instead instead of 45 sec?

     

    2-I also want to change the detection radius of the volatiles so i am not constantly playing the mini game on the mini map.

     

    3- I would also like to change virals spawning to a more reasonable level for players who like to have the time to explore locations?

     

    I don't want to make the game too easy just less annoying for players who would like to have time to explore without being constantly chase by something.

     

  3.  

    I'm just gonna go ahead and point out that Bethesda employees don't get payed on a per-sale basis, and neither do most employees at most companies. If you work at McDonalds you don't get a bigger paycheck if the joint sold more burgers that week. The idea that modders are required to be paid on a per-download basis is not grounded in the reality of what modders essentially are: freelance game developers. Once the modder is part of this project, they're effectively a freelance developer, and will get paid the same way as if they were a freelance developer who started working with the company outside of CC. This, quite simply, is fair. Paying them on a per-download basis would be completely unfair and would leave Bethesda employees wondering "...why am I working here? I could be making more by making content for this company through the creation club". Think about it, some of the most popular mods have 1,000,000 downloads - if they gave the modder only 1$ per download ( ridiculously low, chosen for effect ) then that modder just made a million dollars. How many BGS employees you think are raking in a million dollars in less than a year while doing more work throughout that year than that modder did? And yeah, a million is an extreme example. Try 500,000... 300,000... 200,000 these are still big dollar amounts, especially if you raise that 1$ per download to something like 2 or 3. Per-download payment is just unrealistic.

    So your answer to that is to say that workers who have produced the actual products being sold and being able to earn money based on the number of people interested in paying for that product is... "completely unfair"... riiight. Surely you should be encouraging the world to work in a way that those that produce the value actually benefit from it. If Bethesda's workers don't see bonuses or huge pay increases from the success of the games, and instead a bunch of ceo's, publishers and other leeches do, then that is the problem. Not other workers getting fair recompense for the value they produce. If Bethesda has to compete with people selling individual work and making lots of money, maybe they would have to... I don't know.. pay their employees more to keep them working there? Perhaps they would actually have to spend some of the millions of dollars they make on paying their workers more, the ones who actually built the game? That would be more "fair" would it not? Instead we see a world where businesses are turning record profits and workers are seeing nothing of it...

     

    In your analogy of McDonalds, why should the workers not get paid more if the store has a busy week? They worked harder right? We already have rudimentary systems like this, where if you work overtime you are paid more. Unfortunately most of our economic systems are from a time before the internet, before easy communication, organization and micro payments. You're suggesting the shitty method we currently do things, where bosses and middle men who barely produce anything can exploit the workers who actually produce the value is a good thing, and we should force that system to stay even though we are finding ways to automate away the middle men.

     

    I agree a 100% with you but most young people prefer communism!

  4.  

    If commercial mods are back, good. I have kept a list of good authors that I would never never never ever mind shelling out bucks for. The issue is whether Bethesda profits substantially more than the creators of these mods. In any case, good luck to all on any side of the fence and bon voyage.

    Unfortunately they probably won't make the names of the authors of the content public. Bethesda wants it to appear as though the content is coming from them. However there will likely be credits that include the creators real names.

     

    The most important thing they will hide is the amount of download for mods since just imagine the poor guy who made a very popular armor that sold for 5 millions copy at 5.99 when he receive his 200$ check for making it!

     

    Roughly that 29 millions$ profit for Bethesda and 200$ for the modder!

  5. I didnt mind that they were willing to pay a percentage last time, that was the upside in my mind. $80 for something that could generate them hundreds of thousands if not millions is a giant middle finger to everyone after modgate 1.0.

     

    Hiring them as employees could be okay too.

     

    Either way, ZeniMaxProfits has done a fine job of muddying the waters.

    A poster in another thread post this link and that how Bethesda should have done this : https://www.everques...m/player-studio

     

    Here a quote from the Everquest website from the link : "Revenue from the sale of these items will be shared back with the creative player."

     

    That what i call a sharing spirit to redistribute the wealth!

  6. I mean the biggest question that has to be answered ASAP, how much is Bethesda paying its creators?

     

    The 25% revenue share under the Valve steam workshop paid mods system was the biggest ripoff of all time, it was simply Bethesda/Valve imposing the rate it used for Dota 2 skins on paid mods and ripping off mod creators big time. Hopefully once Bethesda starts replying to the creators that apply we'll see how much they're paying.

     

    I can easily see Bethesda paying modders 500 bucks to make a horse armor skin for their game, then making hundreds of thousands off microtransactions in Skyrim/Fo4/future gamebryo games because "we had to QA test it extensively therefore we keep all the profit from tens of thousands of sales to ourselves." If instead they shared that revenue 50/50 with partners, it would make much more sense.

    From what they wrote on their FAQ you are going to be paid like a regular Bethesda employee probably at entry rate wage meaning 33,970 yearly, roughly if you make a weapon mod you will get paid 80$.

  7.  

    Ill wait for more information: I would like to know the ratio of, how mutch money will modders get. (example: beth gets 20% from the payment, modder 80%)

    I would also like to know how mutch will the credits cost?(example, you will pay for highly detailed follower mod 135 credits, which would cost 5€)

    I would be happy to see weapon or armor packs mods (ex. weapon pack mod contains: variety of ebony items that you can craft and get in the world)

     

    One thing that im afraid i wont see are tutorials, how to make a weapon, follower and so on. This way modders might more likely not share how they their stuff.

     

    I also think this wont "kill the free mods", becouse there will be more people that make free mods, then these that get payed for them. Becouse payed mods will have to go trough longer process of accepted by Beth then free mods (hopefully)

     

    There is too mutch we dont know about this system, so i get why are people freaking out about this. I will patiently wait for alpha or beta version and then make asumption.

     

     

    Ill wait for more information: I would like to know the ratio of, how mutch money will modders get. (example: beth gets 20% from the payment, modder 80%)

    I would also like to know how mutch will the credits cost?(example, you will pay for highly detailed follower mod 135 credits, which would cost 5€)

    I would be happy to see weapon or armor packs mods (ex. weapon pack mod contains: variety of ebony items that you can craft and get in the world)

     

    One thing that im afraid i wont see are tutorials, how to make a weapon, follower and so on. This way modders might more likely not share how they their stuff.

     

    I also think this wont "kill the free mods", becouse there will be more people that make free mods, then these that get payed for them. Becouse payed mods will have to go trough longer process of accepted by Beth then free mods (hopefully)

     

    There is too mutch we dont know about this system, so i get why are people freaking out about this. I will patiently wait for alpha or beta version and then make asumption.

    According to beth modders will only get their lowest entry rate of a regular bethesda employee and nothing more so even if the modder see his mod selling like 5 millions copy he will only receive his 80$ check!

     

    The irony is that the first attempt on steam was better for the modders even if they only let him 25% since now Bethesda is taking everything except a few crumbs for the modders.

     

    Regarding tutorials sleep easy since i will soon start a youtube channel that will show how to make almost everything you can possibly think as a mod, i will cover weapons, armors, making follower, Nifskope beginner and advanced, custom player houses, animation etc.

     

    how do i port an animation mod

     

    It depend on what kind of animations and what version of skyrim you are planning for, start here : http://www.nexusmods.com/skyrimspecialedition/mods/2970/?

  8. Ill wait for more information: I would like to know the ratio of, how mutch money will modders get. (example: beth gets 20% from the payment, modder 80%)

    I would also like to know how mutch will the credits cost?(example, you will pay for highly detailed follower mod 135 credits, which would cost 5€)

    I would be happy to see weapon or armor packs mods (ex. weapon pack mod contains: variety of ebony items that you can craft and get in the world)

     

    One thing that im afraid i wont see are tutorials, how to make a weapon, follower and so on. This way modders might more likely not share how they their stuff.

     

    I also think this wont "kill the free mods", becouse there will be more people that make free mods, then these that get payed for them. Becouse payed mods will have to go trough longer process of accepted by Beth then free mods (hopefully)

     

    There is too mutch we dont know about this system, so i get why are people freaking out about this. I will patiently wait for alpha or beta version and then make asumption.

    According to beth modders will only get their lowest entry rate of a regular bethesda employee and nothing more so even if the modder see his mod selling like 5 millions copy he will only receive his 80$ check!

     

    The irony is that the first attempt on steam was better for the modders even if they only let him 25% since now Bethesda is taking everything except a few crumbs for the modders.

     

    Regarding tutorials sleep easy since i will soon start a youtube channel that will show how to make almost everything you can possibly think as a mod, i will cover weapons, armors, making follower, Nifskope beginner and advanced, custom player houses, animation etc.

  9.  

     

    So let's say modder gets into CC, complies with everything Bethesda asks for, alpha, beta, etc.....mod gets launched and he/she gets pay whatever they pay.
    Then that mod becomes super popular, lands over a million downloads (like many of nexus masterpieces had) at $5.....that's 5 million for Bethesda and I doubt the modder will see any of that profit other than his initial payment.
    Hell in the end he/she might had made a bigger income out of donations if he stuck with Nexus

     

    Thats whats gonna result in modders cracking. They'll be happy with thier pitance of whatever Beth/Zeni gives them until they see how much money Beth made off of it. This seems like an overall worse model than the original Modgate, and it's clear the suits up at Zenimax don't give a flying, the E3 ad for CC sounded like it was being delivered by a snake.

     

    I can imagine the face of the first modder that will see 5 millions sale for one of his mod while receiving his 80$ check for making it!

  10. Sad to see that even if a very talented modder get millions of download he will get nothing more than a low entry rate and bethesda will get the lion share, at least when it was on steam they got 25% so if they had a very successful mod at let's say 2$ bought by 1 millions people then you see what i mean here.

     

    Add to this that you cannot sell your custom 3d models elsewhere and you quickly understand here that the modder is again the exploited one here.

  11. At the end of the day if you create something that can make money, you leave no stone unturned to maximise your return. But where does the moral line get drawn these days. This here is Capitalism 101. Rich get richer while little man accepts crumbs for his hard yakka, which he must accept unless he too is loaded.

     

    I think there should be better laws for content creators, anyone involved in the creation of something should be awarded a fair share of the pie. This world is so f'ed in that regard and its because of capitalism. Climb the ladder to success, a ladder made of people you have to step on.

     

    Anyway getting a bit deep there, I guess we all have to accept the good old days are gone now and its every man for himself, smash and grab style.

    Agree with you a 100% and also how are they going to deal with the unfair modders using pirated software or student license to make paid work? Country like India and China and many others have legions of people using pirated software to sale mods and models on 3d model website.

  12. A lot of that is good, but I'm not so sure about the part where modders only get a contract payment while Beth reaps the rewards. Especially on custom content, this should be licensed.

     

    I am very fearful of the division that this could cause. To me this is a worse stance than EA/Ubi with the Micro dlc, instead they dont even have to lift a finger to make the content.

    Agree since they will probably pay modders at the lowest rate entry point meaning thousands of hours work for peanuts and the modder will not be allowed to sale his custom models elsewhere. Sound like a pretty bad deal for the modders and a golden goose for Bethesda.

     

    They should get a % on the popularity of their mods at least!

  13.  

     

     

    So finally at the end even when steam and Bethesda were taking respectively 45% and 30% leaving 25% to modders it was a far better deal for modders in the event they make a very successful mod that get a 200,000,00 sales figure!

     

    Now it is going to be something like here 500$ for 6 month of work! loool

    Why would they pay you that much even? Naa I bet the most people like me and you can hope for is a small royalty, a few cent's per download or less, or like I said earlier access to a game or DLC in exchange for full rights to our work. Personally even if it were a fraction of a penny per download I'd take it, it could eventually add up enough to buy a cup of coffee. :laugh:

     

    That give me a good laugh and for free!

     

    Haha I don't about you, but I can't afford to walk into a Starbucks much less buy anything there so hey...don't disparage the Coffee!!!

     

    Maybe we should pay bethesda to make mods after all! :laugh:

  14.  

    So finally at the end even when steam and Bethesda were taking respectively 45% and 30% leaving 25% to modders it was a far better deal for modders in the event they make a very successful mod that get a 200,000,00 sales figure!

     

    Now it is going to be something like here 500$ for 6 month of work! loool

    Why would they pay you that much even? Naa I bet the most people like me and you can hope for is a small royalty, a few cent's per download or less, or like I said earlier access to a game or DLC in exchange for full rights to our work. Personally even if it were a fraction of a penny per download I'd take it, it could eventually add up enough to buy a cup of coffee. :laugh:

     

    That give me a good laugh and for free!

  15.  

    So finally at the end even when steam and Bethesda were taking respectively 45% and 30% leaving 25% to modders it was a far better deal for modders in the event they make a very successful mod that get a 200,000,00 sales figure!

     

    Now it is going to be something like here 500$ for 6 month of work! loool

    Bethesda isn't going to offer mod authors anything less than 25% (because that was the percentage we were going to get last time) and likely more like 40% or even 50%. This is much more of a collaborative effort between Bethesda and mod authors in terms of commitment on both sides - Bethesda helps mod author with QA, localization, etc., while mod author comes up with the ideas and implementation, basically.

     

    Well let's wait and see but my gut feeling is that it is not going to be worth for professional developers since they can make twice or triple what Bethesda could offer on freelancing.

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