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Mod Activation


Dheuster

Requiring User Mod Activation : Good Or Bad  

16 members have voted

  1. 1. Do you think it is acceptable for Mods to require an activation code (separate file required from Nexus)

    • Yes - Entering a code is acceptable if only required one time
      3
    • Maybe - I would tolerate it, but it would be very annoying.
      4
    • No - I would probably uncheck any mods that did this and never activate them.
      9


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I was thinking about the pirating issue (people uploading mods they don't own to unauthorized sites) and I figured the easiest solution would be a bootstrap script that pops up a message box with 5 buttons (2 numbers per button) and a message that says:"Enter Activate Code: (download from .....)". Thus even if someone uploads your mod to other sites, users would need to download that file from nexus to activate it. So you would get a sense of the mods usage and popularity by the number of downloads.

 

The idea hinges on the assumption that Bethesda (like steam) will only accept valid archives. An activation code is simply a text file and can't be distributed as an archive. Alternatively you could add the Activation code to a readme and make it a separate download. Then you kill two birds with one stone : Ensure users are aware of your readme and also get a sense of usage.

 

Only thing is... it may be too annoying. So I made a poll to see what others think.

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Both of those methods are incredibly easy to circumvent. "Attaching" F4SE through a script means it is just as easy to "detach" it. Same with the "activation code" thing.

 

Besides, mod piracy has dropped significantly ever since Steam ID info is required when uploading mods.

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I don't see how F4SE would help. It would prevent compatibility with consoles, but that is about it. An activation code is a console friendly solution (which is what I prefer).

 

As for circumventing, if you excluded all source code and the bootstrap was self contained (Use Game.GetForm() instead of injecting/exposing properties) and there was a handshake with all activated quest scripts (You couldn't simply remove the file and tell the quests to start using console), it would be difficult. But... yes, pex files can be decompiled. With enough effort someone could decompile/recompile your bootstrap and remove the prompt. But... any solution can be circumvented with enough effort. It is not about a bullet proof solution. It is about mitigation solutions that make your mod a harder target than the next mod. Whether someone goes the extra mile and adds handshakes to make removal harder isn't really the debate. Here I am simply asking... after all that trouble, you have a prompt and a file that someone has to go download to unlock the mod. Is that too annoying? Also, I am unaware of the Steam ID info. What about people who don't have a steam account? Can you not run Fallout 4 without steam?

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Fallout 4 requires Steam in order to (legitimately) run. The Fallout 4 CK requires that the Bethesda.net account you use to upload mods to Bethesda.net has a Steam account linked to it. Thus, if someone violates Bethesda.net ToS by uploading work that is not their own, they would likely have their Steam username blacklisted from Bethesda.net. Thus they wouldn't be able to upload again without getting a different Steam account and buying Fallout 4 again. Edited by Reneer
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I keep swirling down the drain, the drain being understanding what code actually is
the spite I feel weighs heavily on me - a gravitational pull downwards
the spite will increase in power if DRM comes into play
systems that don't work and just get in the way... don't work and just get in the way
and there's nothing humans can't stand more than a useless obstacle
the (mostly) social mechanisms appear to do well, as we talk about mod theft, one must also bring up theft
decrees that people don't like require enforcement, enforcement isn't perfect
even if you had an ostensibly perfect DRM system it'd require destroying the ability to create things independently of corporate
and therein lies the paradox

Edited by tartarsauce2
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