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Aedred

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Everything posted by Aedred

  1. To all the people working on this, thank you. :)
  2. I feel that what people say, and what people do, are two very different things in the end. The whole actions speak louder than words, if you will. I still feel that inevitably, with pay-for mods, things will begin to become more centralized. Sure, you'll be able to find a few good mods here and there, but you'll be very hard pressed to find the same number of good mods that exist now a days without a price tag attached to them. I regress to my comment about Video Game Trainers, Cheat Happens and MrAntiFun, in the prediction blog piece, along with Sandhorse's post in that same blog piece. Another thought: In my honest opinion, this was definitely the better outcome of the paid mods situation. For the most part, Nexus got an update on the donation system and more people probably have more appreciation for the creations that many of the great modders bring to the community :) Things must continue to move forward, but who's to say where exactly we're headed in the world of video games?
  3. In response to post #24570954. #24571409, #24571469 are all replies on the same post. Yeah, many awesome modders deserve at least the recognition for their creations. I totally understand the decision to hide away from this Valve storm.
  4. In response to post #24569794. #24570044 is also a reply to the same post. I'm unsure about that. As an example, I noticed that there's a user on the Steam Workshop that posted a mod which takes things a bit further than my simple Vampiric Drain mod. If they decide to put that mod behind a pay wall, It's going to be really tough for a player to find a mod like that, unless they know their way around the Creation Kit.
  5. In response to post #24568344. #24568714, #24568839 are all replies on the same post. I hadn't seen this before taleden. An update for a mod is basically something that has additional content, whether it's adding a new color to an object, or a new word, anything that wasn't previously there. This rule you're posting applies to fixing stuff in a mod as well, you're basically providing additional support when you fix things in a mod you're hosting. Providing no support would pretty much mean leaving the mod open for everyone else to fix without the author's help or answer questions about the mod after releasing the update. Technically speaking I'd say yes, this does apply to that.
  6. In response to post #24567764. #24567849 is also a reply to the same post. lol suddenly I don't feel so lame for making really simple mods. It's my free time anywho. I'm pretty much going keep any mods that are my own, free. I want nothing to do with pay walls and mods.
  7. In response to post #24567379. At the present time, no one else is getting payed for their work.
  8. In response to post #24565164. #24566054, #24566804 are all replies on the same post. I hadn't thought about this, but it is a very real possibility.
  9. In response to post #24564864. #24565084, #24565204, #24565249, #24565704 are all replies on the same post. There was a post earlier that confirmed some of the mods on there were using content from others that are not for sale. It looks like the post was deleted though, I think it was SvargolNT and another user that mentioned this. (Apologies if I mispelled your name.)
  10. In response to post #24564864. No, they're not, not at the present time.
  11. In response to post #24562744. #24562994, #24563154, #24563214, #24563259, #24563324, #24563384, #24563414, #24563474, #24564299, #24564504, #24564609 are all replies on the same post. I was wondering about that SvarogNL, and Azradun, thanks for the insight.....
  12. In response to post #24564064. #24564289 is also a reply to the same post. I feel sick, knowing that since this is actually happening much sooner than I thought it would, what follows next will be worse... as Sandhorse said. and reiterating what I mentioned in Dark0ne's previous post, "You'll be hard pressed to find a good mod for free", it's only a matter of time before more people get enticed by the lure of money.
  13. ...... I guess thanks Dark0ne for keeping mods open for everyone to share and use... $38... for something that amounts to Francesco's Creatures and Items Mod... $5ish for Midas Magic spell pack. It's "funny" how Valve put a 24 hour trial period after you buy a mod so you can see if it works. "Funnily" enough, Francesco's Creatures and Items Mod doesn't start to show defects until much later when you get further into the game. The Francesco's mod I'm mentioning is an older mod and is no longer being worked on. You'd basically be buying something that trashes your game after a while with tongs. Oh and no refunds after 24 hours...
  14. In response to post #24487659. #24491374 is also a reply to the same post. I need to point out that there are game trainers from Cheat Happens, for video games that are over 10 years old, which are still locked behind a pay wall. Interestingly enough, the trainers from this company have trackers in them to make sure you aren't "stealing" their products. Here's a post of the ArmA 2 content from their website as an example: http://www.cheathappens.com/15184-PC-ArmA_2_cheats http://www.cheathappens.com/show_board2.asp?headID=99609&titleID=15184 The oldest trainer is from 2009 and it STILL hasn't been released. The second link is showing what PWizard has to say on the matter of free trainers. I'll quote him incase he removes that post, "support our site if you enjoy our work." Now imagine this, mods with Copy Protection. Actually, you can just look for some of the highest rated Warcraft 3 maps and you'll find a variation of Copy Protection in place. Now imagine Mod Copy Protection on ALL user mods that are sold through Steam. I'm pretty sure this is what will happen with mods. I think Sandhorse said it better. ------------------------------------ For anyone that's inclined to read more: I uploaded my save file of a certain single-player game to Cheat Happens several years ago and it's still locked behind a pay wall. I won't say which file it is, but I will say that I uploaded that same file to the game devleoper's website where anyone can download it, for free... Now putting this into context, tell me honestly, would you be angry if you bought a mod from Steam and then realized that you could've gotten the same mod from somewhere on the developer's web site for free? That save file has been downloaded several thousands of times, I wonder how many people payed money at Cheat Happens, JUST to download that save file.
  15. If you want to know how things will turn out, just look at websites like Cheat Happens and MrAntiFun. They charge a fee for game trainers, something that used to be free, done by people for recognition and for the fun of it. You'll be hard pressed to find a decent, free trainer for games now a days compared to years ago. Much the same for mods in the future I imagine, since most people seem to care more about money than anything, you'll be hard pressed to find a good mod for free compared to these days and the days of yesteryears. I absolutely think people should get paid for their work, but I absolutely find it disgusting that people would call modding video games work, largely in the sense of "I'm doing this, because I need money.". One other thing I've noticed, thanks to the internet and digital distribution, is that many big name development companies have gotten LAZY, capitalized for emphasis. The example I'll use here is the upcoming game Star Wars: Battlfront 3. Seriously, go look up the info on what content is getting released compared to the content that got released in the original Battlefront. Knowing EA and DICE's track record, what will follow is a flood of possible DLC that you pay extra money for, extra money to gain the base level content of a game that came out years ago.... So what does the above paragraph have to do with modders? The above paragraph implies that games, that allow modding, would enable developers to cut corners (and costs) to release a game half-assed, and incentivize players to complete their game and get paid for doing it... Maybe I'm just behind on the times and modders are totally ok with finishing a developer's work for a game that isn't the modder's sole property, but quite frankly this is just raising the bar for a whole new level of low standards.
  16. 21crescendo I think, in consideration with how endorsements will work, the one hour limit on endorsement is a pretty good idea. It gives me a reasonable amount of time to play with a mod and see if I really want to stick with it. Usually, in my case, it can take months before I've decided to endorse something, given how long some mod makers take to release things. I remember one mod in particular for Oblivion, that I finally decided was worth endorsing after a whole year. Some of these mods come a really long way after their initial inception. (I just thought of something. I don't know how practical it would be, but what if we had a checkbox or something in our downloads lists, next to each mod we download that indicates whether or not we're using each of the mods we download? The duration of the checkbox statuses might give extra data on the mod download to endorsement ratio.) As for the adblock portions of the article, I'm pretty much putting myself on the spotlight by saying that I do use it to block ads and I do care about security. It's not a matter of IF you're machine is going to be infected, but WHEN. I've learned that the hard way over the years and each time it happens, I become more paranoid. A big thanks, Dark0ne, for all these really detailed posts on how things are coming along with the site. I think this community is awesome ^_^
  17. Yay!~ Awesome news ^_^ More Elemental modding facilitation thanks to the Nexus addition. Glad to see more people discovering this game as well :D
  18. Thanks for the reply :happy: . I figured out how to add spells to the Form List. Basically dragging the spell/power from the Object Window and dropping it in, lol surprisingly simple. I just have to test it and see if it shows up in-game. edit: Once I added the spell to my character, outside of Vampire Lord form, it showed up when I transformed into a Vampire Lord. Now if I can just figure out how to give it, only, to the Vampire Lord form. :turned: edit 2: Though the invisibility spell did appear in the list for my Vampire Lord, it appeared in both magic and melee stances. This made the left hand unusable for combat when the spell was selected during the melee stance. o_O Not sure how to separate magic and melee stance spell allocation.
  19. I've noticed a few mods out there that give new spells and abilities to the Vampire Lord, and was wondering how they did that? I want to give the Vampire Lord a spell of Invisibility. I've got the Creation Kit open, but I don't see how I can apply such spells to only a specific race, like the DLC1VampireBeastRace. After loading up the Expanded Spells mod for Vampire Lords in the Creation Kit, I notice a FormList Object ID titled "DLC1VampireSpellsPowers", which shows every spell given to the vampire lord, however I can't modify it. (Just googled one last time to see if I could find ANYTHING in this regard and the only relevant thing I find in a search titled, "add a new spell to vampire lord", is the first link called, "Spell in Vampire lord form - The Nexus Forums", which is an unanswered question thread.....) Can anyone please shed some light on this question?
  20. As a Vampire Lord, when I power bite someone, the armor that the Vampire Lord is wearing seems to disappear after the biting animation plays. Has anyone else experienced this? Anyone have any clues as to what might be causing this? I checked around on Google and searched quite a few pages on the forum, but didn't turn up any related information. I was using the True Vampire Lord mod when I noticed this happening. I was also using Werewolf Affinity before I installed Dawnguard. Not sure if this is mod related or something else, so I figured I'd post this in here. Thanks for any responses about this topic :turned: (update): This appears to occur when I perform a special kill in human form as well.
  21. I think, generally it's not ok to modifiy a mod and upload it, without the permission of the author. In this case, since Kthanecraft gave Modifiication Permission on the mod, I would see no problem as long as you credit the original author. The Modification Permission says: Oh! That makes sense :happy: Thank you very much for this information.
  22. Hope this is the right to post this. I apologize ahead of time if this belongs in another forum. Short Version: If someone makes a mod using only bethesda's content, does that make it ok to modify the mod, post it on the nexus, and credit their name for initially creating it? Long Version: I recently modified Kthanecraft's effect-less Time Slow and Time Stop ring mods, in his "Time Stop With A Ring" page. I've included the wavy screen distortion effect that plays when you use the Slow Time shout, leaving out that bright hue that's associated with it. I've sent Kthanecraft a messege about what I changed and asked him if it would be alright to send it to him or upload it to the nexus myself, but he's been offline for a little over 3 months. Before I made this, I spent quite some time looking for anyone that might've made this and posted it, but I had no luck with that. Sooooo, I kind of wanted to make it easier to everyone that wanted these aesthetics by posting the mod up. :mellow:
  23. The idea of an age far into the past of Skyrim is definitely a curiosity for me, but that's totally the opposite of what I had in mind here, heh. I was just thinking though, based on how the world uses cells to transport the player to different parts of Skyrim, and as big as a mod of this scale would be, I think it would fit considering the aforementioned cell transitions from one part of Skyrim to the next. I'm just trying to imagine what the experience would be like, in Tameriel, maybe 3000-4000 years into the future. Considering magic is widely used and commonly accepted, most of it at least. :happy:
  24. This is more a batch of ideas than a request, but it sure would be cool if people collaborated on it. I was watching this video titled :Visions Of The Future - Part 1 of 5 on youtube and was thinking that a collaborative effort to build an entirely new world/universe based on the far future would be neat to perhaps see what Skyrim would look and feel like in a more advanced age. A combination of Magic and Technology far into the future. Again I'm just throwing this out there and hope it interests other people. Feel free to discuss :happy: http://i95.photobucket.com/albums/l135/argos163/sky1.jpg
  25. I just skimmed through these more recent posts and all of this information is incredible! I'll have some much needed free time in about 3 weeks to delve into the Creation Kit myself. Based on the information that's been presented, I'm amazed as well at just how much attention to detail these developers have given to the Dragons. :happy:
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