GamerRick Posted October 25, 2018 Share Posted October 25, 2018 Sorry if I am being a bonehead here, but I am just not understanding this permission thing. Do I need permission to make a mod that is dependent on another mod? I am making a mod that uses a bunch of other ESM and ESP files as masters: Updated Unofficial Patch.esmFOOK2.esmDC Interiors.esmAnother Interior mod.espRicks new interior mod.esp I will not be including anything from the other mods in my uploaded files. My mod will list the others as dependencies. Do I need permission to just as another mod as a dependency? Thanks! Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted October 25, 2018 Share Posted October 25, 2018 No. You only need permission to use assets from the mods. Dependencies are not assets Link to comment Share on other sites More sharing options...
GamerRick Posted October 25, 2018 Author Share Posted October 25, 2018 (edited) No. You only need permission to use assets from the mods. Dependencies are not assetsSo, the ESP itself is not an asset. This one is the point of my confusion: Modification permissionYou are (NOT) allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator I am modifying and adding stuff to some of the interiors of the other mods. I am using some of the interiors as a starting point to create my own interiors. I have created Texture Sets to replace the textures of some of their meshes to create a different static object. Thanks! Edited October 25, 2018 by GamerRick Link to comment Share on other sites More sharing options...
M48A5 Posted October 26, 2018 Share Posted October 26, 2018 If you are doing it for yourself, you don't have to worry about any permissions. If you are doing it to upload to Nexus, I would advise you to rethink your project. You are limiting its use to only those players that would have all of files you are using for masters. You also need to include, at a minimum, FO3. For an example, of the five files you mentioned, I only use DC Interiors and would pass by any mod that requires UFO3 Patch and/or FOOK2. Link to comment Share on other sites More sharing options...
GamerRick Posted October 26, 2018 Author Share Posted October 26, 2018 (edited) At first, it was just a mod to add FOOK2 stuff to those interiors. Later, I decided to rebuild Fairfax. I could remove the FOOK2 dependency, which (I think) would remove the UOF3 one (being that I already changed FOOK2 to work with the UOF3 and don't think the others need it). However, I am adding things to my interiors that are in AIM and adding things to AIM interiors and changing the AIM exteriors to look like they have interiors (like adding lights and signs and clearing the entrance way). So, at a minimum it would depend on DCInteriors Complete and AIM. I was thinking of adding the bus and metro-car interiors mods too. That would make it the ultimate interiors mod. I will probably remove the FOOK2 stuff and make a patch instead. And this time it is the AIM modder that is ignoring my PM, though they at least read it. The DCInt modder was the first and only one to reply. Edited October 26, 2018 by GamerRick Link to comment Share on other sites More sharing options...
Mktavish Posted October 27, 2018 Share Posted October 27, 2018 This is the way I understand it ... If you change their work , you need their permission.If you add something that can exist without their work , you are fine. With DC interiors since they created a space that did not exist , and you added say a lamp , that then your file relys on theirs. I'm fuzzy on that myself. But fortunately they are in contact with you so you can sort that out ? What category does AIM fall in ? ... sorry I am not familiar , and not gona bother to look :/ Link to comment Share on other sites More sharing options...
GamerRick Posted October 28, 2018 Author Share Posted October 28, 2018 (edited) DCInteriors includes new meshes and textures. AIM is just an ESP. The question is "Does modification permission include any situation where you modify what they created?" Does "files and features" include the ESP too, or does it only apply to meshes and textures? Legally, I don't think we own any ESM or ESP we create, according to Bethesda's EULA. So, I am not really thinking of the pure legality issues. I am considering that the rules may cover us playing nicely with each other. Edited October 28, 2018 by GamerRick Link to comment Share on other sites More sharing options...
Mktavish Posted October 28, 2018 Share Posted October 28, 2018 Ya I think short of assets deemed art , there is no legal recourse for the creator , outside of the Nexus bubble legality. Which is about whether or not they would suspend / revoke your privileges to use their hosting site. And yes anything that relies on Bethesda's creation of the game to exist in a game render scenario. would ofcourse be their legal property not the mod creator. So you have to realize the nexus is not merely trying to impose a fairness among modder work , they are also trying to protect themselves from real world legal recourse. But within the Nexus site bubble protecting modders creations against other modders from pilfering their work. The term "Features" would include .ESM and .ESP files. Because features are most definitely created through scripting and other information contained in those files. So really what that is saying in my view , is you can't simply snatch work done wholesale from a mod , then insert it into yours. However Data mining as far as I know is completely acceptable and actually advised. ( Basically looking at how it was done , then recreating the method yourself ) Since you said AIM was just an .esp , can you give me an example of what work they did that you want to utilize? Link to comment Share on other sites More sharing options...
Mktavish Posted October 28, 2018 Share Posted October 28, 2018 ... never mind post edit problem.Was totally weird that every time I changed "have course" to "of course"it would revert , but simply taking out the space even though the spell correction said it was wrong took care of it. Link to comment Share on other sites More sharing options...
M48A5 Posted October 28, 2018 Share Posted October 28, 2018 (edited) At the bottom of this and every page in the forums is a link "Contact Us" This is a link to a form with which you can contact the moderators directly. I suggest you use this form to get an answer to your inquiry, since the moderation team are the people that have the last say in this matter. I take it that you did not like the answer you got for this same question in your other thread. Edited October 28, 2018 by M48A5 Link to comment Share on other sites More sharing options...
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