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A Suggestion to Prevent Mod Theft


RS13

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All that can be done is pressuring Beth into policing their site better.

Every other proposal I've seen so far, here & elsewhere (adding F4SE dependency, adding nudity, adding credits, whatever else people think they oughta add) amounts to nothing but bloat, at the expense of honest mod users, and will never be effective anyway.

I think you're completely right.

 

If all it is five lines of code, how long will it take for the pirate to see it doesn't work, re-open the files and look closer? "Oh here it is, delete those five lines, and remove the loose F4SE file, DONE."

Bethesda mod pirates aren't in the business of modifying script code. :P

 

I admit I'm quite fussy about unneeded code. I can't tell how often I've revised scripts to weed out the unnecessary or generally optimize the flow of code - I think it's good practice. :thumbsup: And if people run multiple mods with unnecessary code, well, it adds up. Question: doesn't it take having F4SE to begin with in order for its version check functions to return anything? (I'm not sure - more familiar with NVSE.)

Yes, you would need F4SE to be present for the GetVersion call to work. Of course, you could just stick it in a quest fragment. Edited by Reneer
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All that can be done is pressuring Beth into policing their site better.

Every other proposal I've seen so far, here & elsewhere (adding F4SE dependency, adding nudity, adding credits, whatever else people think they oughta add) amounts to nothing but bloat, at the expense of honest mod users, and will never be effective anyway.

I think you're completely right.

 

If all it is five lines of code, how long will it take for the pirate to see it doesn't work, re-open the files and look closer? "Oh here it is, delete those five lines, and remove the loose F4SE file, DONE."

Bethesda mod pirates aren't in the business of modifying script code. :tongue:

 

I admit I'm quite fussy about unneeded code. I can't tell how often I've revised scripts to weed out the unnecessary or generally optimize the flow of code - I think it's good practice. :thumbsup: And if people run multiple mods with unnecessary code, well, it adds up. Question: doesn't it take having F4SE to begin with in order for its version check functions to return anything? (I'm not sure - more familiar with NVSE.)

Yes, you would need F4SE to be present for the GetVersion call to work. Of course, you could just stick it in a quest fragment.

 

 

They don't need to be modify anything to identify and remove it.

 

They don't even need to decompile a .pex

 

All they need is the presence of a loose file or the fragment in the CK that extends to allow F4SE to run.

 

Do these thieves care if it throws errors?

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They don't need to be modify anything to identify and remove it.

 

They don't even need to decompile a .pex

 

All they need is the presence of a loose file or the fragment in the CK that extends to allow F4SE to run.

 

Do these thieves care if it throws errors?

If you simply delete a Papyrus fragment / .PEX file the mod will most likely break. You can't just start pulling out bits and expecting the mod to keep working.
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Yes, you would need F4SE to be present for the GetVersion call to work. Of course, you could just stick it in a quest fragment.

Okay, here's what I was getting at. These days, quite a few modders seem to be under the impression that they could add a F4SE dependency to just about any mod as an active anti-piracy measure, including for mods that are otherwise script-free, thinking it'll help them shut down the game or display an angry messagebox. That this could be done in a non-F4SE setup seems to be wishful thinking - any code to that effect could only trigger in a F4SE setting using its version functions, where it's superfluous to begin with. And in a non-F4SE setting, calling them may crash the script, but not necessarily the game.

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Yes, you would need F4SE to be present for the GetVersion call to work. Of course, you could just stick it in a quest fragment.

Okay, here's what I was getting at. These days, quite a few modders seem to be under the impression that they could add a F4SE dependency to just about any mod as an active anti-piracy measure, including for mods that are otherwise script-free, thinking it'll help them shut down the game or display an angry messagebox. That this could be done in a non-F4SE setup seems to be wishful thinking - any code to that effect could only trigger in a F4SE setting using its version functions, where it's superfluous to begin with. And in a non-F4SE setting, calling them may crash the script, but not necessarily the game.

You can just call Game.QuitToMainMenu() and that is that.
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I wish there was a way that modders could just add some kind of code so the mods only work on PC. Or, if they were feeling generous, they just remove the code, and it will work on console also.

You can most definitely do that. Doesn't even require F4SE.

Edited by Reneer
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In Germany we have a saying: A lazy guy isn't a dumb guy. (Personal Translation)

So with every thing like code, nudity, script or whatever, they will always find a way to turn it off. Someone will find it, someone will post it on YouTube...and done.

I was a long time at deviantart.com and I can say, it's more difficult, than you think to prevent you're work from stealing.

Once you uploaded a file, Image, etc there is a big Chance, that someone would steal it.

It's now up to Bethesda to stop this.

Nexus has a really good protection, so why couldn't Bethesda doing the same?

Making things easier doesn't always mean, making them better.

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@Qbit Yes Beth COULD implement a workable system. Unfortunately they seem to have no interest in doing that. Instead they are allowing lawyers who have no clue how the community works, and probably don't even play 'kiddie' games, to invent a system based on US corporate legal BS.

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@Qbit Yes Beth COULD implement a workable system. Unfortunately they seem to have no interest in doing that. Instead they are allowing lawyers who have no clue how the community works, and probably don't even play 'kiddie' games, to invent a system based on US corporate legal BS.

inb4 some pissed off moder makes a bot that sends thousands of random dmca claims for every mod there is.

 

Bethesda will either get overloaded with work or risk getting sued for copyright infrigment.

 

And once they're overloaded with work ? they're gonna have to cut corners, when they spot a stolen mod they'll permaban user, require accounts to be connected to live accounts and so on (if they already don't)

 

Well that or they'll get their ass sued.

Edited by ashtonx
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