AceSevenFive Posted June 19, 2016 Share Posted June 19, 2016 Might I suggest forming a not-for-profit to serve DMCA's for mod authors? Link to comment Share on other sites More sharing options...
Boombro Posted June 19, 2016 Share Posted June 19, 2016 What a freaking bit*h. The only way to solve this on modders side is making their mods need F4SE. Want someone to post this on fallout 4 subreddit, DD? I can do it for you. spread the word around a bit. Link to comment Share on other sites More sharing options...
Deleted35328905User Posted June 19, 2016 Share Posted June 19, 2016 mods with f4se is the only way as there no respect these days.... fact Link to comment Share on other sites More sharing options...
CiderMuffin Posted June 19, 2016 Share Posted June 19, 2016 Or we can wait until Bethesda implements the whole "you need a steam account and a legit copy of Fallout 4" instead of resorting to the most garbage system of copy-protection the game industry has ever come up with. Link to comment Share on other sites More sharing options...
twizzOr Posted June 19, 2016 Share Posted June 19, 2016 Or we can wait until Bethesda implements the whole "you need a steam account and a legit copy of Fallout 4" instead of resorting to the most garbage system of copy-protection the game industry has ever come up with.^ This Link to comment Share on other sites More sharing options...
RattleAndGrind Posted June 19, 2016 Share Posted June 19, 2016 I wonder how fast they would be if someone would upload their own DLCs to Bethesda.aids...Huh? He is saying, if someone uploaded far harbor or that robot dlc and etc on beth.aids, how long would it take them to remove it? Or would they let their own dlc sit on their site for days on end. My guess it would take them about 8 hours max, depending on when it was uploaded. Thanks, I didn't get that from the comment. Link to comment Share on other sites More sharing options...
RattleAndGrind Posted June 19, 2016 Share Posted June 19, 2016 There has got to be something harmless and easy to do that simply makes a mod not work for anything other than the platform it is intended to work on. This way, if someone tries to steal a PC version of a mod, it simply will not work on anything but PC. Same with Xbox and PS4. But alas...I suck at making mods and don't know s*** about the CK other than an inadequate amount.Not with Papyrus. https://community.bethesda.net/thread/23456 Link to comment Share on other sites More sharing options...
skubblebubble Posted June 19, 2016 Share Posted June 19, 2016 (edited) EDIT: I misread the original post. My bad. Edited June 19, 2016 by skubblebubble Link to comment Share on other sites More sharing options...
DarthWayne Posted June 19, 2016 Share Posted June 19, 2016 (edited) and now we have this one. How to steal mod assets sigh. Whats wrong with that? It's just a tutorial to use assets of other installed mods without adding a static dependency to them.Like for example you make a cheat mod that lets you spawn weapons. Then a script detects that you also have a mod installed that adds a cool new assault rifle. Now you can dynamically spawn this weapon of the other mod without a dependency to that mod and without having to include that mod or its assets into your upload. [...] Not with Papyrus. https://community.bethesda.net/thread/23456 It is possible to detect if your mod is running on console or on pc. However it requires a bit of thinking as the Debug script is not available on console. Edited June 19, 2016 by DarthWayne Link to comment Share on other sites More sharing options...
noahdvs Posted June 19, 2016 Share Posted June 19, 2016 (edited) Edit: snipped by request from the person I responded to Edited June 19, 2016 by noahdvs Link to comment Share on other sites More sharing options...
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