Cassie363 Posted April 24, 2013 Share Posted April 24, 2013 (edited) Sorry to be an inconvenient nag, but I have a quick question. What are the rules regarding the use of DLC assets? To clarify, I have a mod I'm working on that's DLC dependent, but currently, if uploaded will be an ESP only, and won't contain any additional files. However, there are a few specific DLC items that when retextured would be perfect for my project (Alien Crystals would make great ice shards for a new weapon, Filtration Helmet would be perfect for planned faction gear) I'd love to use 'em. Problem is, to have these retextured items function as *standalone* in the mod, the models would have to be included with the modified textures. (The NifSkope texture re-assign method) Is this a problem? And if it is, is there a way around it? A way to assign textures in the GECK to items other than armor? Edited April 24, 2013 by matt363 Link to comment Share on other sites More sharing options...
rickerhk Posted April 25, 2013 Share Posted April 25, 2013 Make a copy of the alien crystal in the geck, then apply a texture set to the model. that way you don't need to include a mesh. The texture set overrides the texture path in the NIF.The new texture can't be derived from DLC assets either, even if it's been modified. Link to comment Share on other sites More sharing options...
Cassie363 Posted April 25, 2013 Author Share Posted April 25, 2013 (edited) Make a copy of the alien crystal in the geck, then apply a texture set to the model. that way you don't need to include a mesh. The texture set overrides the texture path in the NIF.The new texture can't be derived from DLC assets either, even if it's been modified. To clarify, what I mainly mean is the idea of applying textures to projectiles, (To get functional stone and ice shard projectiles, without overstepping my bounds with all of that copyright nonsense) but when I try to change anything visually with projectiles, it just prompts me to import a new NIF. Edited April 25, 2013 by matt363 Link to comment Share on other sites More sharing options...
prensa Posted April 27, 2013 Share Posted April 27, 2013 matt363 - Hello! I'm not a moderator but if I understand you correctly, what you want to do is fine. As long as your mod has "requires the DLC" then it's intended to work with Fallout 3 & that DLC. Plus your mod's "DLC dependent" anyway so whoever downloads it needs the DLC for it to work. The downloader would be assumed to have the DLC. Lots of vanilla or near vanilla models & textures are uploaded on the Nexus to form part of fixes & mods. Of course the downloader may not have the DLC, just as they may not have New Vegas but can still download mods on the New Vegas Nexus that contain vanilla Meshes & textures. What you can't do is upload something that's exclusively from New Vegas (many assets are in both games but not all) for a mod intended for Fallout 3. It would also be wrong to have a mod using DLC assets that did not require the DLC as that could be considered allowing people to benefit from the assets without buying the DLC. It's an interesting question really, as technically you could download a mod with Fallout 3 assets without owning Fallout 3 & gain stuff that you did not have before. Though it's your intent for the useage that counts not how some might abuse it. Hope this helps! Prensa Link to comment Share on other sites More sharing options...
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