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PC-version check before mod download?


Rallik

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So I think there are a couple of solutions that Nexus could offer in order to cut down on the piracy by console users:

 

1. Verification of a PC version of the game required before manual/NMM download access is granted. I'm not sure how hard this is, but NMM already searches for and checks for updates, as well as scanning for installed games. Couldn't it just report back to the Nexus site that a given user is only allowed to download mods for a game he/she actually has installed? This would lock out everyone who doesn't actually own the PC version of the game, since they don't actually need to be on Nexus anyways.

 

2. NMM-only mods. Encrypted files that can only be unlocked by an NMM-verified computer with the game installed. More extreme.

 

3. And finally, for the mod authors that just don't want to deal with the bullshit: A toggle to set their mod to be viewable/downloadable by only Premium members. I'm sorry, but putting a financial barrier in front of immature people that steal games/mods is sometimes the only way to get them to stop. It is no longer free.

 

 

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workable suggestions, I'd argue it only needs to be done for fallout 4 currently since it's the console thing that's the issue and that's the only one with it, that said for point 3 you'll probably also open the door to competition in 4profit stuff, and of course make those particular ones targeted specifically for reupload onto other sites
on the OTHER hand... it WOULD probably encourage premium subscriptions....
lol

the thing is that there's already a workaround for 1 which is the way they steal the mods is download them from nexus, use the CK and click a button or something, port it to XB1, it's quite simple to do apparently, in other words the workaround to solution 1 is already actually the normal behaviour as it stands

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I don't think this would be able to work. NMM already only downloads games through its download system for games which you have, however, you can always download the file through standard means manually, even for games which you do not have. I can, for example, go download stuff for any of those star wars games, put them on my hard drive, open the file up, play with it, but of course cannot actually use the mod as intended because I own exactly 0 star wars game titles.

 

Something which would work is if the CK were able to actually upload a placeholder block. When one published their mods through the CK, if you were able to select "This is for PC only" and to upload only a tiny placeholder to Bethsoft.net for XBox and PS4, saying that this mod is not supported on these platforms.

Edited by Jeoshua
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So I think there are a couple of solutions that Nexus could offer in order to cut down on the piracy by console users:

 

1. Verification of a PC version of the game required before manual/NMM download access is granted. I'm not sure how hard this is, but NMM already searches for and checks for updates, as well as scanning for installed games. Couldn't it just report back to the Nexus site that a given user is only allowed to download mods for a game he/she actually has installed? This would lock out everyone who doesn't actually own the PC version of the game, since they don't actually need to be on Nexus anyways.

 

2. NMM-only mods. Encrypted files that can only be unlocked by an NMM-verified computer with the game installed. More extreme.

 

3. And finally, for the mod authors that just don't want to deal with the bulls***: A toggle to set their mod to be viewable/downloadable by only Premium members. I'm sorry, but putting a financial barrier in front of immature people that steal games/mods is sometimes the only way to get them to stop. It is no longer free.

 

 

 

The first one would be very easy to bypass using a debugger and a disassembler. Just put a breakpoint in when NMM starts the PC game check and then open NMM up in a disassembler and NOP out the code block. (this is the same way crackers bypass DRM and create pirated software and there is no way to stop it since the code being manipulated is client side)

 

The second one would also be very easy to get around unless the encryption is done server side after uploading the files to the Nexus. But this method would put an immense workload on the Nexus servers.

 

The third option is essentially paid mods which many mod authors are explicitly against.

Edited by ShinraStrife
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Well, then I guess it has to be something that is complicated, changeable, and unexplained that breaks it for console use. F4SE is the strongest candidate, since executables are expressly forbidden on consoles.

 

Or altering the female skeleton. Nothing broke my Skyrim faster ;)

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I should also point out that making NMM require a verified install of the game not being a good idea, since NMM can operate on files which are not FOMM files. You would need to disallow that, and only be able to use those files. This would immediately break its compatibility with files from Other websites, and mean that NMM was no longer a general mod management solution, and just for the Nexus. That basically also means that one could not test that a mod install works properly without first making a FOMM file, instead of people being able to just zip up their loose file packages for quick and easy manipulation.

 

And the biggest problem is that NMM isn't on the CONSOLE, so no matter what the Nexus does, it's not Bethsoft.net, it's not in the game proper, and it won't help stop the problems that have been occurring. Period.

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