Jeoshua Posted June 7, 2016 Share Posted June 7, 2016 (edited) Would it be possible to, say, make a mod that recognizes if a person is playing on console and crash the game immediately?I suppose it would. Just refernce some kind of PC specific record and the mod will infinite load screen when on console. But that seems like a Bad Ideatm. Likely there are not these kind of records anywhere to be had, and it's definitely on grey legal grounds. Not to mention that I, for one, would not download anything knowing that someone put a landmine in there, no matter if the landmine recognized me as a friendly Edited June 7, 2016 by Jeoshua Link to comment Share on other sites More sharing options...
OunceStripes Posted June 7, 2016 Share Posted June 7, 2016 (edited) English is not my native language I think there is a misunderstood. You can have indeed a right on the content you uploaded on bethesda.net but only if you own legally the file by a copyright otherwise by giving a license to Zenimax you waive all the rights on it by accepting the EULA (including textures and 3D assets). They can do anything they want and you can't do s*** about it.Like marcmorr6 said: 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. It's clearly stated here on the EULA: D. License to ZeniMax. Whether or not You provide a copy of one or more of Your Game Mods to ZeniMax for download from the ZeniMax Platform and in exchange for ZeniMax making the Editor available to You free of charge, You hereby grant to ZeniMax an irrevocable, perpetual, royalty-free, fully paid, worldwide, non-exclusive right and license, with the right to sublicense through multiple tiers of distribution, to use, reproduce, modify and create derivative works from (including without limitation (a) modifications necessary to make Your Game Mods compatible with the Services (as defined in the Terms of Service); (b) modifications as ZeniMax deems necessary or desirable to enhance gameplay; and © where ZeniMax in its sole discretion deems modification necessary for security, statutory or other regulatory consideration), distribute, transmit, transcode, translate, broadcast, and otherwise communicate, publicly display and publicly perform and otherwise exploit and/or dispose of such Your Game Mods (or an part or element of a Game Mods), including without limitation in connection with the operation and promotion of the Services. For clarity, the foregoing license includes, but is not limited to, ZeniMax including Your Game Mods (or elements or portions of a Game Mods) and modifications and derivative works of Your Game Mods in other Games and Services. This license is granted to ZeniMax for the entire duration of the intellectual property rights in or protecting the Game Mods. To the fullest extent permitted by law You also waive and agree never to assert against ZeniMax or its distributors or licensors any moral rights or similar rights, however designated, that You may have in or to any of Game Mods. Subject to Your ownership of the original of Your Game Mods, ZeniMax will be the sole owner of the modifications and derivative works created by ZeniMax of Your Game Mods. For clarity, You agree that You are not entitled to any rights or compensation in connection with the rights granted to ZeniMax in this Agreement, including without limitation the use of Your Game Mods by others. It even stated that they can sale (sublicense through multiple tiers of distribution) or include your mod to other games than Fallout 4. Edited June 7, 2016 by OunceStripes Link to comment Share on other sites More sharing options...
Dubblit Posted June 7, 2016 Share Posted June 7, 2016 (edited) It's clearly stated here on the EULA: D. License to ZeniMax. So this pretty much states that anyone and everyone can use your mod if its made with the creation kit? and that you have no rights to anything you connect to your mod? Edited June 7, 2016 by Dubblit Link to comment Share on other sites More sharing options...
Jeoshua Posted June 7, 2016 Share Posted June 7, 2016 (edited) It's clearly stated here on the EULA: D. License to ZeniMax. Whether or not You provide a copy of one or more of Your Game Mods to ZeniMax for download from the ZeniMax Platform and in exchange for ZeniMax making the Editor available to You free of charge, You hereby grant to ZeniMax an irrevocable, perpetual, royalty-free, fully paid, worldwide, non-exclusive right and license, with the right to sublicense through multiple tiers of distribution, to use, reproduce, modify and create derivative works from (including without limitation (a) modifications necessary to make Your Game Mods compatible with the Services (as defined in the Terms of Service); (b) modifications as ZeniMax deems necessary or desirable to enhance gameplay; and © where ZeniMax in its sole discretion deems modification necessary for security, statutory or other regulatory consideration), distribute, transmit, transcode, translate, broadcast, and otherwise communicate, publicly display and publicly perform and otherwise exploit and/or dispose of such Your Game Mods (or an part or element of a Game Mods), including without limitation in connection with the operation and promotion of the Services. For clarity, the foregoing license includes, but is not limited to, ZeniMax including Your Game Mods (or elements or portions of a Game Mods) and modifications and derivative works of Your Game Mods in other Games and Services. This license is granted to ZeniMax for the entire duration of the intellectual property rights in or protecting the Game Mods. To the fullest extent permitted by law You also waive and agree never to assert against ZeniMax or its distributors or licensors any moral rights or similar rights, however designated, that You may have in or to any of Game Mods. Subject to Your ownership of the original of Your Game Mods, ZeniMax will be the sole owner of the modifications and derivative works created by ZeniMax of Your Game Mods. For clarity, You agree that You are not entitled to any rights or compensation in connection with the rights granted to ZeniMax in this Agreement, including without limitation the use of Your Game Mods by others. You didn't include the definition of terms. What is "Your Game Mods" defined as? Pay attention. Edited June 7, 2016 by Jeoshua Link to comment Share on other sites More sharing options...
Reneer Posted June 7, 2016 Share Posted June 7, 2016 (edited) Put this code in your mods as a precaution against mod theft: If Debug.GetPlatformName() == "PC" ; do nothing Else While Debug.GetPlatformName() != "PC" Game.RequestSave() ; fill their hard drive to capacity EndWhile EndIf Problem solved :smile:Yeah, that won't work, as others have mentioned. There is a workable 'solution' that I've written but I haven't had the ability to test it out on console. And I also haven't posted a guide anywhere. Edited June 7, 2016 by Reneer Link to comment Share on other sites More sharing options...
OunceStripes Posted June 7, 2016 Share Posted June 7, 2016 (edited) You didn't include the definition of terms. What is "Your Game Mods" defined as? Pay attention. Ok so to be clear it's stated here: LICENSE TO USE THE EDITOR; RESTRICTIONS AND OWNERSHIP The term "Game Mods" includes all parts and elements of a Game Mods, including without limitation themes, music, sound, voices, graphics, artwork animations, video (including but not limited to animation-style videos), content, pictures, characters (and items and attributes associated with characters, including but not limited to character names and likenesses), catch phrases, locations, concepts, structural, landscape and other designs and methods of operation, and all audio visual or other material appearing on or emanating to and/or from the Game Mods, as well as the design and appearance of the Game Mods and each element thereof. So I'm sorry but it include all the mod content not only the ESP or whatever, even if you bring your own assets inside it. Edited June 7, 2016 by OunceStripes Link to comment Share on other sites More sharing options...
Jeoshua Posted June 7, 2016 Share Posted June 7, 2016 (edited) You didn't include the definition of terms. What is "Your Game Mods" defined as? Pay attention. Ok so to be clear it's stated here: LICENSE TO USE THE EDITOR; RESTRICTIONS AND OWNERSHIP The term "Game Mods" includes all parts and elements of a Game Mods, including without limitation themes, music, sound, voices, graphics, artwork animations, video (including but not limited to animation-style videos), content, pictures, characters (and items and attributes associated with characters, including but not limited to character names and likenesses), catch phrases, locations, concepts, structural, landscape and other designs and methods of operation, and all audio visual or other material appearing on or emanating to and/or from the Game Mods, as well as the design and appearance of the Game Mods and each element thereof. Well that's not the language I recall from the Skyrim CK. If that's the case, then Zenimax's lawyers are pretty stupid. They cannot legally claim ownership of things that their program did not create. Any attempt to claim that simply because the Editor packaged those files for consumption by others means that now they own them is bunk, and would not hold up in any court of law (besides some Texas circuit courts frequented by Patent Trolls, because they hate us for our freedoms, apparently). That would be like someone claiming that The Nexus owns the full copyright to all images linked to in their forums, because the underlying process of linking a mesh file or a texture file to a record in an esp file is mechanically about the same thing. Now, if the esp file links only to cut content, or vanilla meshes distributed with the game, that mod would be the sole asset of Zenimax no matter how it was distributed or packaged, but that's not really what's going on here for 90% of DDProduction83's mods. Edited June 7, 2016 by Jeoshua Link to comment Share on other sites More sharing options...
KataPUMB Posted June 7, 2016 Share Posted June 7, 2016 Put this code in your mods as a precaution against mod theft: If Debug.GetPlatformName() == "PC" ; do nothing Else While Debug.GetPlatformName() != "PC" Game.RequestSave() ; fill their hard drive to capacity EndWhile EndIf Problem solved :smile:Yeah, that won't work, as others have mentioned. There is a workable 'solution' that I've written but I haven't had the ability to test it out on console. And I also haven't posted a guide anywhere. if(Debug.GetPlatformName()=="360") debug.messagebox("You are using a stolen mod please uninstall it") Debug.QuitGame() endif And you can put it anywhere you like, in a quest that starts once the player loads the game, in an item once init or whatsoever.I already made a script that harrass the player setting him on fire, or just an utility.wait for half an hour and then just quitgame so he cannot play more than 30 mins the game. There's a lot of ways to piss off someone if you like it. I mean it's easy and if i don't do it it's because i'm not troll enough but... they're just giving me a reason to write fkin stupid code that i love to write. Link to comment Share on other sites More sharing options...
iXenite Posted June 7, 2016 Share Posted June 7, 2016 (edited) To everyone who is still discussing the prospects of writing malicious code to harm consoles, I will share some quotes from people that have already posted in this exact thread so you may all re-read it. Then mods become malware. "Malware, short for malicious software, is any software used to disrupt computer operations"https://en.wikipedia.org/wiki/Malware I am sure that the term also applies to game consoles. [Edit]From nexusmods rules"Do not upload files that contain viruses, malware, spyware, adware or any software or code that would compromise the integrity of a system or the users game." As already said by Nixsy From nexusmods rules"Do not upload files that contain viruses, malware, spyware, adware or any software or code that would compromise the integrity of a system or the users game."Please do not dump on the console users. They are not the ones stealing mods. And most do not even realize they are using stolen mods. Debug scripts don't work on consoles, the entire class is "DebugOnly", so it's removed when you compile your Papyrus script in release mode for consoles.That includes Debug.GetPlatformName() and Debug.MessageBox(). However, I'm not sure what exactly happens to those functions then. They're either gone, or they return "". Edited June 7, 2016 by DaddyDirection Link to comment Share on other sites More sharing options...
KataPUMB Posted June 7, 2016 Share Posted June 7, 2016 damn debug class don't work?, thanks for sharing didn't read it :laugh: anyway what i wrote above dont break nothing it just shuts down the game. Link to comment Share on other sites More sharing options...
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