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Everything posted by Arthmoor
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Excuse me, but what? WHAT? Where did anyone say we all became employees simply by buying a copy of Skyrim or Fallout 4? Do you even know what you're arguing anymore? Well I have news. Paid mods is in fact a distinct and separate thing from what the Creation Club is doing. In paid mods, anyone and their dog could have uploaded something to steam without curation, QA, approval, or whatever (within reason and legal limitations). Copyright was retained by the mod author. Creation Club is actual DLC, owned by Bethesda, because it was created as a Work For Hire. Which I can tell you haven't bothered to look up at all. It's handled as a standard industry contract for developing the content. No different from about half of how the entire IT industry works. So if Bethesda is somehow engaged in slavery, then so is half the IT industry - including Google and Microsoft. You're letting your ideological extremism taint your judgment here. And this is precisely what the Creation Club is doing. Signed contracts with terms spelled out and milestones agreed on. How much more clear does it need to get?
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Are you for real? At this point, you are either demonstrating a profound lack of comprehension skills or you're a troll. I can't tell which. No judge on this planet is going to find that consensual contract work agreed to by both parties is theft. You're engaging in delusional thinking if you believe this. If you think the CC is outright stealing mods from the free pool, you have a severe misunderstanding of what the program is even about and how it works. Which means you should just stop talking about it.
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How much cleared did it need to be that the CC is based on contract work? One joins the CC, pitches an idea, gets it accepted, and a contract with a payment schedule is laid out. Milestone development contracts are pretty common throughout he software industry. Reneer did not provide misinformation of any sort. You chose to interpret it that way because you have a clear agenda to push. It's not he or I who are unable to respond to factual counterpoints to our arguments. See this? YOU said this. Not me. Not Reneer. YOU. You are the one attempting to claim that Bethesda is stealing from a free labor pool. That is factually incorrect. You have no argument to make other than this, and your argument is a bald faced lie. You should expect to get challenged on that. Oh, I'll be here, if only to see you have to eat crow for being so wrong. No court challenge will result because the CC is standard contract work. All completely legal, above board, and well established in labor law. They'd have no case. Welcome to reality. For models, yes, I suppose if you put enough distance between what's being sold and what's being converted for use in a mod, you'd be fine. Bethesda has established though that they won't always tolerate work being sold outside of mods since they filed a takedown against the guy who made that one vampire mod for Oblivion and then tried to sell the voice acting files as a separate download. I can never remember the name of the mod but it was a case that fits this scenario.
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How to Remove Drauger eyes with USSEP installed
Arthmoor replied to Bahumut's topic in Skyrim's Skyrim SE
Temple of Kynareth in Whiterun. Use the effects removal shrine. If that fails, your problem isn't being causes by the vanilla draugr eyes bug and you have a mod causing it you'll need to track down. -
No. I'm saying Bethesda's CC terms (quoted earlier) are either incorrect or absurdly misleading. In our country and current EULA nonsense notwithstanding, it is illegal for anyone to tell you what you can do with your own property. This basic fact of life will become more apparent now that the Senator from Sony, Orrin Hatch, who has had a major hand in this imposed fascism from the start (e.g. DMCA etc) is finally retiring. Bethesda's CC language explicitly states mod authors own both their work and its underlying IP. This is perfectly legal, what is not legal is telling mod authors they own their work, but only contingent on Bethesda's own EULA terms. It is indeed slavery: Bethesda are saying it's fine for you to work voluntarily to mod their games, as long as they are the only ones who control any financial reward for your work. IMO it's one of several fundamental problems with introducing money into the modding community. No. Their CC language says no such thing. The CK is not the CC. The CK available to the general public comes with an agreement that says you own copyright on your mods, on the condition that you not be allowed to sell them. That's covered by derivative works in copyright. CC is an entirely different animal. That's contract development work where you are making content with the specific intent of transferring the copyright to Bethesda. Look up "Works for Hire". That should explain everything there. As with your lack of knowledge about copyright and derivative works in general, it would appear you lack sufficient knowledge to comment on anything to do with the CC either as you've gotten the whole thing completely wrong. It would also seem, as an extension, that you are not qualified to talk about contract work in general since you seem to have no idea how that works at all.
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I'll exit this thread here, because again I find myself trying to argue with near-total ignorance. There's only one person I see here doing this, and it isn't Reneer. You appear to be confused on the issue of property rights though. What you are describing would all be valid for physical property - you either own it or you don't. Those same rules are not what Intellectual Property (IP) are governed by. Basically anything protected by copyright is IP. That means only the author of such a thing gets to say how that IP is dealt with in the public arena. Without any sort of contract in place, you basically wouldn't even have the right to play a copy of a game you bought. That's where EULAs come in. They are copyright licenses. That license then spells out the terms of how you are allowed to use the IP you now have a copy of. One of those use cases is whether or not one has permission to create works based on the original IP. In the case of modding Bethesda games, the EULA for the CK spells out the terms under which we are allowed to create works based on their IP. Reneer has already quoted all of the relevant parts. They allow us to make mods based on their games so long as we agree not to sell them. It's a pretty fair system, and the only one legally allowing mods to exist at all. Without that EULA, nobody has the legal right to mod their games and could be sued at any time for doing so anyway. Even if they made us pay for the CK and that payment was a ridiculous amount of money, they could still make the legal demand that we not sell our mods. And just in case you feel tempted to try the Microsoft Word analogy, Word lets you write generic documents independent of any prior or future work. The CK does not allow such things. Mods cannot stand on their own, Word documents do, so Microsoft cannot forbid you from using Word to write a best selling novel.
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Its fine by me tho, I will just sit back and pop a beer while I watch the new mod manager fail in an entertaining way because of the stubbornness of its developers. Maybe its perfect for them but at this point I would say its definitely not for at least 75% of the people that got to use it and that's, well... Glad I can stick with Nexus Mod Manager still, at least they haven't killed that yet. Also Tannin working for Nexus team now doesn't get rid of the chances of some one else will start working on an actually good mod manager that eventually replaces NMM/MO/Vortex, and that actually listens to the community, in fact, who knows, Vortex might just be be the inspiration that some one out there needs to start making one.. Nobody really needs to cook up a new mod manager to compete against Vortex. It already exists in the form of Wrye Bash.
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Not to early to judge the missing load order feature though since, alpha or not, Tannin says he won't put it in.
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USSEP 4.1.2 installed, oddness ensues
Arthmoor replied to lethielnyrond's topic in Skyrim's Skyrim SE
Actually, no, computers don't see 23 as smaller than 3 either. Not sure where you got that idea from. It would break pretty much every mathematical calculation on a computer if that could happen. -
It's not CRF, that much is certain. It would be awfully difficult to entirely disable the barter dialogue so the only reasonable conclusion is a problem with the RDO+USSEP patch.
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USSEP 4.1.2 installed, oddness ensues
Arthmoor replied to lethielnyrond's topic in Skyrim's Skyrim SE
Guys. I don't know how many times it needs to be said before people understand this, but 1.5.3 is older by a long shot than 1.5.23. That's TWENTY THREE, not some other number. 23 is larger than 3. You have the correct version of SSE installed. Whatever your problem is, it didn't come from USSEP. You either got a corrupt download from Nexus (wouldn't be surprising) or it's gotten itself into a bad load order position. Nothing we did with this last update could possibly have affected all those things you say are wrong. We get people claiming they only updated our patch ALL THE TIME and it turns out to be false every single time. Something else updated too. You just didn't notice. -
Is the CTD R6025 still a thing in Special Edition
Arthmoor replied to Kampfsau999's topic in Skyrim's Skyrim SE
I haven't been to the Soul Cairn yet on a new SSE playthrough but like alt I've not heard of anyone running into this issue. It's likely that the change to 64 bit forced them to recompile in a newer version of VC++ and that eliminated the error. Or perhaps it generated an actual compile time error and they fixed it. We'll probably never know. -
Limited Vortex alpha release today, full release soon
Arthmoor replied to Dark0ne's topic in Site Updates
In response to post #57254046. #57254611, #57255026, #57255401 are all replies on the same post. Guess I know to start telling people to adjust their load order using the game's internal UI then if they're Vortex users. Or worse yet, begin disabling the buttons to download stuff via NMM/Vortex on my mods. -
Limited Vortex alpha release today, full release soon
Arthmoor replied to Dark0ne's topic in Site Updates
In response to post #57227931. #57228261, #57231896, #57231991, #57232121, #57237146 are all replies on the same post. Maybe people are reporting it wrong, but it's my understanding from folks who have tried it that the only way to adjust load order is to run LOOT and then set manual sorting rules on anything that's not handled correctly. Manually dragging and dropping mods to new positions is not a feature. If this is the case I can't see this going very far. Being able to manually adjust load order by drag n drop is considered a basic feature for any mod manager. LOOT simply won't cut it because it's not supposed to be the end of the process, merely the starting point. -
If this is actually true that there's no manual means of adjusting load order, Vortex will be one of the most user UNfriendly things made for modding in the last 15 years. As even the LOOT developers are likely to tell you, LOOT is only the beginning of load order, not the end. Demanding that everyone write their own rules to bypass bad sorts is never going to be widely accepted.
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In response to post #56712191. I'm with you on this whole phone thing. I had no desire to ever get a smartphone myself but circumstances forced my hand when a couple of things I need access to insisted on 2FA via a smartphone. Rather than pay the iPhone tax or the "latest Samsung device tax" I went to Best Buy and found a model that was cheap, did everything it needed to, and could still be updated if needed. Phone itself was about $150 and the monthly plan is $50/mo which is apparently quite cheap for someone like me who will never surf the net on it. Has nothing at all to do with the site, but just figured I'd mention it isn't quite as expensive as some places make it out :P Just wish websites would stop catering to 4 inch screens that can't even utilize the primary content being served.
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[BUG] Floating objects near whiterun (objects in sky)
Arthmoor replied to ipman98's topic in Skyrim's Skyrim SE
(replied to wrong thread) -
In response to post #56136371. #56138101, #56140096, #56141861, #56143336, #56143806, #56144121 are all replies on the same post. I hate to be the one to tell you this, but they've been doing that for years already. Skyrim was not the first, nor will it be the last.
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In response to post #55421218. #55426573 is also a reply to the same post. I see. I take it it's some kind of regional deployment based on how the CDN breaks things up then?
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You guys didn't stop the rollout or something did you? Ever since you said it was going out live, I've been using the normal address and expecting it to change but it never did. If you said something about it, I missed it. Though, honestly, not that I mind since I prefer the old layout. The new one is much too flat looking, too cluttered on mod pages, and is harder to follow comments in due to the excessive use of flat color blocks. sorry I can't put that a bit more clearly but it's a general feeling that the site is now designed to be surfed on a 4 inch phone screen and not a 27 inch desktop PC monitor.
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While the bashed patch issue is definitely legit, do not allow yourselves to become complacent if you don't use one because those other form 43 mods you're running are ALSO an issue that must be fixed.
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Just FYI, but it's not a myth. Update.esm does in fact have several bits of support stuff for Survival Mode in there. Keywords and such, plus some edits to Papyrus scripting. Stuff we had to account for in the unofficial patch because it changed scripts and other things we had fixes for.
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This is urban myth. If such a thing were possible it would mean there's a fundamental bug in Windows itself, and it would manifest itself in programs of all types, not just games. There is no proof that writing over a save file is at all dangerous, and the fact that autosaves work just fine is evidence enough of this. Nothing wrong with the advice, but it won't have any impact on whether the save eventually corrupts or not. Time has nothing to do with it. The reload bugs only apply if you're reloading from the same cell you saved in. There's also no guarantee it will bug out, because in most cases it doesn't. If this still bothers you enough to worry about it though, reload a save from a difference cell. Problem solved. Your save is your save. There's no difference in the amount of data it needs to keep track of just because you saved indoors. Bottom line I guess is that none of the stuff you're pointing out would lead to these sorts of problems. Disk IO is a robust system in Windows. If it wasn't, computers would be useless.
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You can't manually edit form versions in xEdit and never could. So that's not really a valid concern that someone did that with xEdit. Now, a hex editor, people have been known to do that but IMO at that point it takes less time to just load it into the CK and resave it. I honestly don't even know why mod authors won't do it. It's such a simple step with a guaranteed outcome. Even if they don't fix river flow data or adjust things for added plant life, at least they won't be distributing corrupted junk. Objects floating in the sky above the giant camp west of Whiterun are an indicator of mods that were not cleaned prior to being released and that's an issue that can happen on LE as well as SSE. It's much more likely that an unclean mod will cause CTDs in those cases, but apparently they don't always and you end up with floaters in the sky instead.