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marcmorr6

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Everything posted by marcmorr6

  1. It's been made very clear on the official forums that if you want to use the new assets in any mod whether nexus or bethesda.net you have to use the original esl as a dependant and that they will take legal action for theft if you don't. I assume they are watching nexus as closely as bethesda.net. It would be no different than using another murders assets without permission which is against nexus rules as well.
  2. Hello everyone, <spoilers> I don't know about many of you, but I have always been disappointed by the lack of growth and possibilities once one becomes director of the Institute. Your son dies, You inherit his responsibilities and the story ends at least officially. I have a vision for a mod that changes that. Let me introduce Rei Obsyn. I have attached a brief over all story arc and a first meeting. I have also been creating the game assets for the quest rewards, new functions for old items and I have even gotten permission to incorporate a few well known mods into this mod as part of this grand plan. I have attached two note files with this posting so I won't repeat myself here as I am sure that would get tedious. The general plan is to offer players a different perspective on the Institute starting early in the game. A slow seduction into the Institute faction, that makes logical and emotional sense. I would also like to create a new settlement faction i.e. the raiders from Nuka World using Gen 1 and Gen 2 synths to take over settlements instead of raiders. Slowly tearing down the rubble of the commonwealth to rebuild a shining future that exists in more places than just underground. I want to build a team in order to do this mod as professionally as possible. At the moment, I know we need a few key people: 1. A female voice actor (or a male who does a believable female voice) that has the range to play up being innocent and helpless while subtly showing some steel beneath in their conversations. This voice actor will also have to be comfortable changing tone mid mod as once the truth of Rei Obsyn comes out her personality will shift. 2. A master quest writer. While I am very good at writing the conversations and some character building this mod will require someone with dungeon master experience to help make everything a believable evolution. 3. An editor for the mod, someone to check over our work for spelling, grammar, and correct coding. I have created many of the reward and workbench assets but I am going to need help on the story end to make this as polished as it should be.
  3. I could really use a bit of help, I have been bashing my head against the desk for the past 8 hours trying to fix this naming issue. I am working on a Power Armor mod and everything works as intended but when I load it in world instead of saying :T45 Ground Pounder Armor: it says "T45 Armor" and I have no idea how to fix it. I have literally been trying to fix this since 6am. I have everything working finally on my mod BUT... the name. When I go in world and use my mod on the workbench I get the right graphic, the recipie uses the right name, but the hovering text over the power armor says T45 Armor instead of T45 Ground Pounder Armor and the item itself never changes its name from T45 either.
  4. Hi all, I play on Xbox One most of the time... because my kids steal my computer >< ... I am working on writing my own version of some of my favorite mods that are mostly bug fixes and quality of life items without using external assets. So far I have managed to work out how to rewrite Bot Mods Extravaganza and Nukatron Torso Paint. Both of those ended up neccasary only because bethesda doesn't make the DLC talk to each other. http://www.nexusmods.com/fallout4/mods/17946/? - Bot Mod's Extravaganza http://www.nexusmods.com/fallout4/mods/22418/? - Modable Nukatron Torso, by RJ. Williams 1. I still can't change the description line of the Nukatron Torso even though it changes for me in the creation kit. I added a speed boost and carrying capacity boost because.. Caffeine makes you hyper... but the new wording doesn't show up even though the effects seem to be working. 2. I would eventually like to add a little more functionality at least to any NukaWorld bots... I would like to give them a similar script to DrinkinBuddy but for Nuka Cola (and maybe a VIM hack) instead. It would also be cool if I could make the Nukaworld Robot companions hand you a bottle of Ice Cold Nukacola randomly, as Codsworth does with his purified water. 3. The Bartering bug is still there and still annoying. I can't figure out how Barterbots was set up to get around it so that is a future goal too. 4. I would also like to add something similar to the Dogmeat Pack System junk storage as well to all automatron robots. If you can offer any help or guidance to any of these four topics that use only in game assets so that I can share the final mod on PS4 as well as Xbox One it would be greatly appreciated. Marcus
  5. If paud mods are done, Zenimax should charge mod creators a fee for listing the mods for sale. This would cut down on the random mods made in 5 seconds from getting unearned money while professional grade mods start seeing a profit after breaking even. It would be similar in principle to renting land in second life works. Having every random person trying to make a fast dollar with no controls in place would never work.
  6. Todd Howard when asked about future micro transactions (paid mods): “How long was the payment system online? 24 hours? I can only speak for the present time, but currently there are no plans for a payment system.” Translation: That was a horrible plan and gave our company a black eye... so no... not touching that ever again.
  7. Paid mods will never take off for a few good reasons. 1. Mods would never be worth the prices people would ask for them. People will pay for full fledged, bug tested, official DLC.... a majority of people wont pay for homebrew with no real method of quality control. 2. Season Pass specifies free access to all DLC which would be taken to cover mods. 3. The tax being tracked on this would be a nightmare. 4. The real world penalty for not reporting the income from mods and paying tax on it appropriatly would catch up to modders eventually. I can think of other good reasons, this tops my list. The only way I could see money being used would be with a linden labs type exchange system and a bethesda specific virtual currency to avoid tax nightmares.
  8. https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/1770272 I have the companion working, I finally got armor to equip over the synth skeletal form, and he has a weapon default now... My questions would be, what would be the best way to go about my other goals for him? 1. Have synth broken at vault 111 entrance 2. Do a repair quest similar to ED-E to active the synth companion 3. Add holotape backstory 4. Add to robot workbench 5. Upgrade to Gen 2 via workbench 6. Upon joining institute, option to upgrade to gen 3 fully custom synth / human What I want to do is similar to things done already. /spoiler/ Curie goes from Ms Nanny to a synth woman /spoiler/ I have also seen synth enemies that lay and play dead until you trigger them, that coupled with Ed-E quest from New Vegas says having to repair him to start him as a companion is possible. I have no idea how to write a holotape yet, any links would be appreciated. Adding synths gen 1 and gen 2 to the robot workbench is a long term goal, but being able to upgrade the companion twice during its liketime would be interesting. Joining the institute and entering the goo room for synths should be part of the story to make him full gen 3. Lazygirls: Wintermute has a synth that you can change at will which is what I am basing that last idea on. She has been really helpful with creating this guy. What is the next logical step on this companion? Does it matter what order I tackle these in? Can anyone help me flesh this guy out?
  9. https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/1770272 I have the companion working, I finally got armor to equip over the synth skeletal form, and he has a weapon default now... My questions would be, what would be the best way to go about my other goals for him? 1. Have synth broken at vault 111 entrance 2. Do a repair quest similar to ED-E to active the synth companion 3. Add holotape backstory 4. Add to robot workbench 5. Upgrade to Gen 2 via workbench 6. Upon joining institute, option to upgrade to gen 3 fully custom synth / human What I want to do is similar to things done already. /spoiler/ Curie goes from Ms Nanny to a synth woman /spoiler/ I have also seen synth enemies that lay and play dead until you trigger them, that coupled with Ed-E quest from New Vegas says having to repair him to start him as a companion is possible. I have no idea how to write a holotape yet, any links would be appreciated. Adding synths gen 1 and gen 2 to the robot workbench is a long term goal, but being able to upgrade the companion twice during its liketime would be interesting. Joining the institute and entering the goo room for synths should be part of the story to make him full gen 3. Lazygirls: Wintermute has a synth that you can change at will which is what I am basing that last idea on. She has been really helpful with creating this guy. What is the next logical step on this companion? Does it matter what order I tackle these in? Can anyone help me flesh this guy out?
  10. If they find a way to monetize modding and make it a strong business model they would clamp down on independant modders because that would impact profit models. I have no idea if this is what is happening, half of the rants I have read on the subect in these forums have been 1/4 bullstuff 1/4 wishful thinking 1/4 Angst 1/4 Conspiracy theory. Sorting through what is actually possible, reasonable and rational is kind of the point of the threads I keep posting.
  11. What's Bethesda's future games going to be based on a new Game Engine having to do with that? Last time I checked id Tech (from id Software, the creators of Doom and any follow-ups/derivatives) was even more easily moddable than Game Bryo based games. And it'd be to their detriment, would they lock down independent open modding as well, considering how much they prospered from it by now. I'm not saying they can't do it, if they wanted to. I'm just saying they don't want to, and I haven't seen them saying otherwise so far either. So I'm just genuinely wondering what this is about here. :ermm: It was something I was curious about, I had read on other threads here that future mod tools from Beth would only work with bethesda.net and that they wouldn't release the mod tools for general use as they have been.
  12. Isn't this whole conversation over because Bethesda.net is going to make Nexus impossible with iDT being the new platform or something? I thought Bethesda.net was going completely in house over a phased period? That means what you have now is pretty much all you will ever get again with Bethesda games.
  13. Playing on PC is annoying and uncomfortable... playing on the couch, using your big screen tv is much more enjoyable :)
  14. So this idea could possibly help both those seeking privacy for their mods and for those who don't mind sharing for public use.
  15. If the mod community is actually ok with files that are uploaded and set to "Private" so only the uploader can use them than maybe Bethesda.net can make that option a lot more clear on their page.
  16. It would matter to me. If this is a good solution, then I think a lot of the issues of people re uploading for private use could be solved with better communication. If I wanted to be a thief I would not be banging my head on my desk trying to figure out how to add new items to the workshop build menu. Doing the right thing, the right way should always matter.
  17. I am trying to create my own version of a mod that I really love, and to see if the concept could even work I uploaded the original file and set it as testing only (which I think a few people are doing) and as I was working on it I realized something... there is a set to private option on mods you upload onto Bethesda. That means that you can upload mods that you love from other places and use them privately without taking credit, giving false hope, or anything else. Would any of you actually be more ok with people uploading your mods so long as they are set to private use only, which means no one else can see or search them that is not attached to your personal account? Would that alleviate any of the anger? After all... personal use is what you created them for to begin with right? *after verifying the mod I am trying to emulate would indeed work, I deleted it from even my private tab and am now working in the CK to create my own from scratch.*
  18. Great response! That's just to say: you don't need to file; you just need to prove that you created it. And, in the present context, that proof would be trivially easy to produce. Exhibit A: Fallout.esm. "As you can see you honor, none of my files nor the information are included in them are included in this." Moreover, my file was published on a website Bethesda themselves designed specifically for user creations.
  19. There's a key point that everyone seems to miss here. These people uploading the work of others didn't create anything at all. They merely used these tools to convert them. Additionally, NIFs, DDSs, and any other file-types other than ESP, VIS, and possibly a couple of others that I am forgetting, cannot be created with Bethesda's provided tools. The copyrights of those remain with whatever creator, and there is legal precident to treat these as separate from the plugin. Does anyone else remember the Mass Effect resources issue? When people were taking files wholesale from Mass Effect and porting them to Fallout 3, they were considered to be stolen. They had to have passed through the editor in order to be in the game, but legally speaking they were not at that point the possession of Bethesda. Those mods were taken down for copyright infringement. Thus, the Copyright of any file not created wholly inside of the Editor lies with the original copyright holder of that file, and editing of any file similarly does not change the holder of the Copyright, and at all times this Copyright remains the sole possession of whoever originally created that file and claimed it. Thus, the process of uploading a file does not change its copyright, all files retain their initial copyright through any editing process, and the files uploaded without permission of DDProductions83 retain his original copyright due to the extra file contents that they must contain in order to work. The only acceptable console port of the work of DDProductions83, legally, would be if someone removed any meshes, textures, and likewise any work done by DDProductions83, and uploaded only an ESP file that was created wholly by a third party. In other words, the only acceptable port is a work inspired by his mods, and would be a new mod in and of itself. I rest my case. If you use the creation kit to upload and compile... you are held to the EULA whether you wrote the code by hand, offline in notepad before bringing it over.
  20. If you used the creation kit... they already have a right to your work.... whether its hosted on Nexus or not. That's part of the EULA for the Creation Kit.
  21. I'm not so sure that is 100% true. However, I do believe it was Arthmoor that suggested mod authors do just that to give their DMCA forms more weight if it came to that. I experienced this first hand with my nonprofit company. It is exactly how the legal system would handle any claim made. If you want to have real, tangible and protectable copyright you have to actually file all the right documents and if someone else files them first you have to prove that you are the original creator which can be a very long process.
  22. To be protected under copyright law... you actually have to copyright your work.... filing fee's, paperwork, etc. It isn't your's just because you created it at least not from a legal perspective. You have to legally claim ownership which is a process I would bet many in the modding community don't do. They could even copyright protect the names of their mods as well.
  23. See my most recent comment... If you read the EULA in its entirety you see that it is written in such a way that Zenimax ultimately retains control over everything while protecting themselves for content created by third parties. The EULA was not written to protect content creators, at least not as a primary concern.
  24. From what I have seen... there is a lot of "mis-reading" of the EULA.... the reality is that the EULA was written to protect Zenimax from the content created by third parties moreso than to protect the content creators themselves. The best way to read the EULA in regards to ownership of mods is that the mod creator owns them unless Zenimax decides they don't. The fact that Zenimax can unilaterally decide at will which mods are owned by whom is the really telling portion of the EULA because to give rights to anyone, one first has to own those rights.
  25. It also states in the EULA that Zenimax / Bethesda can do anything they want with your mods without ever having to pay you which could include adding them to the base game itself if the company chooses to without ever having to give recognition or royalty.
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