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GrafPanzer

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    GrafPanzer#0365
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    Skyrim
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    Elder Scrolls/Fallout

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  1. Okay, so to try to answer Cartogriffi's original question: Currently on NexusMods, admins accept a PM screenshot as proof, and proof is only required if someone questions the permission. If the author disputes the screenshot as a forgery, etc., NM admins can go back and look at the actual archived PMs (I think). I doubt this happens often. BGS admins can't access archived PMs on any non-BGS site, including NM, so can't verify a disputed screenshot. This is only a problem when an original author disputes a perm screenshot. Possible solutions: 1. BGS admins refer author-uploader disputes for NM-based mods to NM admins, per an agreement between BGS and NM. Presumably BGS would owe NM consideration for this. 2. BGS admins automatically remove mods when the original author disputes a perm screenshot - unless the perm can be verified because it's on a public or BGS-owned source. This would probably result in most authors' disputes being upheld, reducing porters' incentive to port. 3. BGS implement its own perms system requiring mod authors to specifically grant permissions in a historically verifiable way. This would significantly limit the number of ported mods, but would minimize BGS admins' workload. As a mod author who has uploaded to both NexusMods and BethNet, I'll also add that BGS should seriously consider upgrading the BethNet (or successor) front end. Serious usability problems with the GUI are one of the main reasons I as an author dread uploading mods myself.
  2. Summarizing the conversation on Discord, it looks like CC BY-NC-SA is good, but LGPL may be the better choice for code.
  3. A year and a half from panzou1919's original post, and this is still the only dismemberment tutorial I can find on the web. What a gem! In my experiments, it seems that it's possible to exceed 22k polys if you break the mesh into separate shapes. So, a 17.5k EVB body with a 5k shirt, 5k pants, and 2k shoes all in one Outfit Studio project seems to work just fine. Of course you need to paint the appropriate segments on each shape that has arm, leg, hand, or foot parts, and create and refer each shape to a .ssf file that reflects all of those shapes and segment bones, and in Nifskope you need to copy Cut Offset data to each shape as well. Cut Offsets are still the murkiest part of this process. Some outfits have more of them, some have less, with no visible difference I can see in game. The vanilla body even has a different number of cut offsets on one thigh than the other. Go figure. I just copy and paste wherever I find outfit Per Segment Data that matches the body User Index and Bone ID, and it seems to work.
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