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Everything posted by Modslave
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Valve/Bethesda announce paid modding for Skyrim, more games to follow
Modslave replied to Dark0ne's topic in Site Updates
In response to post #24589329. #24589589, #24589619, #24589869, #24589984, #24590034 are all replies on the same post. In all fairness a mod author would make more money making mods on Twitch or YouTube than they'll ever make from the SWS program....because even Youtube and Twitch have better profit splitting policies than this. I get a 60/40 split from YouTube...and I'm literally nobody, I'm sure far more popular people get 90% or even 100% of what they generate in ad revenue. I have friends that make more in one night on Twitch, just playing games, than a mod author is likely to make from the SWS program in the span of a year. I'm not sure where Bethesda thinks 25/75 is even a fair split, and I'm not sure why a mod author would think it was either. There are far more effective ways to monetize content than this. -
Valve/Bethesda announce paid modding for Skyrim, more games to follow
Modslave replied to Dark0ne's topic in Site Updates
In response to post #24561804. #24586249, #24586464 are all replies on the same post. 3) make Damp and Chilly and release it for free. -
Valve/Bethesda announce paid modding for Skyrim, more games to follow
Modslave replied to Dark0ne's topic in Site Updates
I am less worried about this than I am about the potential for this evolving into "free mods = outlaw mods" in the future. With enough profit potential, its only a very small leap of imagination to imagine the next Bethesda game only allowing content overrides from assets with network authorized md5 hash ID's or some other User ID based salt string. So then the only way to mod for free, and share your creations with anyone that wants them....is to become an outlaw...find a way to crack the authentication process and develop a generic hash string that allows your mod to be played on a client that ignores the mod authentication server. This is a very bad scenario to even imagine...but this step through the gate Bethesda has made today is the first step on the path to it. And then they can not only control your access to mods, they can control who gets to produce mods at all, and even control the content of mods based on some absolutely ridiculous but completely legal (because everyone at Zenimax is a lawyer) end user license agreement that specifically restricts various types of content based on the companies agenda. As I said in the forum post, this is a very dark road we're on....it always starts with good intentions..."Hey now you can directly support your favorite mod authors!" but...in the end, even the mod authors are being paid less than chinese art house slaves and Bethesda and Valve for some reason get to profit off the authors work. And if theres enough money in it...they'll be sure to ensure that the next generation of mod authors have no choice but to be willing sheep in the pen. I respect all serious mod authors and artists that have been part of this community, I truly hope that when evaluating whether you want to be part of the SWS program, that you take a long hard look at the road it can eventually drive us all down. TES has always been Bethesda's...but the mods were ours. Once we start signing the mods over to Valve and Bethesda....which is exactly what this does, the mods are no longer ours. I suspect we will see a bit of a legal kerfuffle in the very near future where a mod author is going to find out that they no longer own their mods once they make them into a workshop product. -
This is a slippery slope. It always starts with good intentions....but it never ends well.
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Actually its quite well done and makes life far easier in regards to narrowing down and finding the exact content you're looking for in a category along with presenting all other content in its class of quality without having to go through a huge list of things. I'd also like to filter perhaps by the year the content was added, while there are still great mods that were added in 2011, due to their long term residence and of course quality, their simple download counts and endorsement counts alone tend to make them heavily overshadow newer content that might be just as good, but theres no categorical way that I can see to actually to definitively state you only want to see content originally uploaded in 2013 or 2012. You can set the time frame which is a step, but the problem is identifying a high quality but under appreciated file isn't easily done by simply using By Endorsement/Download in <timeframe> because in that time frame thats available the heavy hitters that have been on the Nexus since mods first started have been gaining just as many, or more endorsements/downloads them perhaps a smaller, newer modification, so that smaller/newer modification always ends up on page 3 or 4 of the results list regardless of how good it is, while the monsters of the mod list continue to be the only things that really turn up high in the list even using the refinement parameters available. Just some thoughts...I do like the new system though, it does make navigating categorical content much easier.
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Well not hugely dirty by Bethesda standards but regardless theres the head count if you're wondering.
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Creation Kit , unable to preview the head of actor.
Modslave replied to theogn8219's topic in Skyrim's Skyrim LE
I've just recently come across this problem as well. I cannot preview actor heads I just get the eyes and teeth. If I go into full preview mode they obviously have a headmesh but otherwise its just eyes and teeth in head only mode...which as you might imagine makes designing new faces a bit problematic. -
LE Sooo... THIS is new.
Modslave replied to missjennabee's topic in Skyrim's Creation Kit and Modders
I had an issue similar to this where the cubemaps for Glowing Ore Veins were being applied to Castle Volkihar meshes. Drove me insane for a whole day til I narrowed down the culprit. The color was exactly that bluepurple color as well. Comment out your cubemaps folder in data/textures by adding a couple !! to the front of the folder name then check if the issue is still there. -
LE SkyUI 3.0 Mod Configuration Menu
Modslave replied to schlangster's topic in Skyrim's Creation Kit and Modders
Oh wow MCM for Skyrim will be fantastic. So many mods using so many separate configuration systems right now, getting them all collaborating under one configuration system would be so much more functionally helpful. MCM for FONV was a godsend in that regard, I was beginning to wonder if it was going to make it over to TESV or not. -
This wasn't a z-fighting issue, there was some kind of cubemap conflict with an extremely old version of Glowing Ore Veins (like one of the very first ones, I never updated it), I'm not sure how the cubemap's from the original Glowing Ore Veins were conflicting with architectural assets and maps but after going through and commenting out all the usual suspects in my texture folder, the cubemap folder came up as the culprit. After removing the folder and reinstalling the newest version of Glowing Ore Veins 300 this issue ceased to be a problem.
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Normal Map Z-Fighting Castle Volkihar <-----Screenshot from my Steam Cloud repository. Notice the tower is purple tinged, the closer I get to Volkihar Castle the more purple it becomes, the further away I get, the more the tower takes on what is supposed to be its base texture, its obviously the texture and the normal map z-fighting but I cannot for the life of me figure out why. This happens as I head up the bridge as well, the bridge base does not start z-fighting, but the sides do, Castle Volkihar itself as I approach it is the color of the assets as you'd expect them to be, but as soon as I get within around 512 units of it, it takes on the purple z-fighting hue as well. I've uninstalled every Dawnguard related mod and get the exact same result. I verified my file integrity on Steam and even installed those dreadful HighRes texture packs to see if I was missing something and didn't achieve any results. I have no architectural texture or mesh assets from dlc01 in my data directory overriding the Dawnguard.bsa at this time though I did try extracting the base assets to their correct override path in my data directory and even that didn't help. I only see this issue at Castle Volkihar, Fort Dawnguard had no issues at all, no other major landmarks in Skyrim have this issue. I do use a few HQ LOD mods but none of them affect the Volkihar assets in any way as they were done long before Dawnguard was released. Another interesting thing of note is if I swim around to the side bay inlet, the entire area in there is purple tinged and it doesn't matter how close or far away I get, it just stays purple tinged. Cross posted to Mod Troubleshooting as well to see if there is anyone experienced with this problem on either forum. Thanks.
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While I am all for supporting a game I like by buying its DLC offerings, I also have to say that the Hearthfire houses lack a lot in the area of detail and personality that I prefer from creating my own houses with the CK or checking out the creations of other users. Anyways, was hardly a waste of 5 bucks, but I feel like its bland. Its sort of....CK Lite...or something. I dunno I'm just spoiled I suppose.