FilePlanet just taking mods and ignoring modders?

Post » Sat May 19, 2012 12:16 am

Unless they are planning to generate some sort of income from mods, but even then where is the incentive to spend the resources? I anticipate this will be a large issue with the workshop.
I believe you are correct, and moreover, that this issue of "incentive" will be HUGE concerning not just modding but the future of intellectual property and the (at present) largely exclusive digital economy.

For example, if a corporation can wrongly extend derivative works law to include completely original material displayed in the context of their framework, what is the incentive for content creation on the internet?

That being the heart and sole of culture, not to mention supply and demand. When that incentive is bled off, only failure is sure to follow. Any modern society which fails to see that will certainly fail as well.

"Do you think that makes the ekominey svck?"

They can also shut it down if the person selling the CDs use Bethesdas trademarks (Thus, even mentioning that the models are intended for or can be used for elder scrolls mods gives bethesda a case)
If a mod contains a substantial enough amount of original content, and the author gains enough of a following so as to constitute significant demand for their works, that author should have the freedom to pursue SOME means of deriving revenue for it. It is like because no one wants to step up and moderate that process, it is easier to simply write these blanket clauses which forbid ANY ownership, which is just wrong.
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Big Homie
 
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Post » Sat May 19, 2012 4:47 am

Before this thread is closed, I must say well done and thanks folks! I am getting reports of many files being removed. This is brilliant, rather then ignore the problem we have been able to put our heads together and come up with the right information and the right solutions.

I think if we tackle all such problems as a community then there is no need to be worried and we can mod away happily.
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Darrell Fawcett
 
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Post » Fri May 18, 2012 10:52 pm

Start adding source or downloaded from to ReadMe AND to mod's description. Like Source: http://tesnexus.com/downloads/file.php?id=00000 or something.
Not that it's going to prevent them from uploading where they want, but maybe users that download it from unsupported place can be redirected.

I was thinking of suggesting this very thing, but adding the url all over the inside of the readme to make it a real pain to edit all of them out.
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Danger Mouse
 
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Post » Sat May 19, 2012 6:55 am

Put it in a brief popup in game. Easy enough to edit in. That's far harder to edit out than a text file.
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lilmissparty
 
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Post » Sat May 19, 2012 6:05 am

Put it in a brief popup in game. Easy enough to edit in. That's far harder to edit out than a text file.

An interesting idea. But I can see this situation arising already. 3 years down the line I install so many mods I need to start squeezing em together in wrye bash etc, like a giant Oblivion FCOM+open cities+insert 200+ quest mods. I get in game with my new character, and have to click 'ok' on 500+ popup windows :P
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Latino HeaT
 
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Post » Sat May 19, 2012 1:29 am

An interesting idea. But I can see this situation arising already. 3 years down the line I install so many mods I need to start squeezing em together in wrye bash etc, like a giant Oblivion FCOM+open cities+insert 200+ quest mods. I get in game with my new character, and have to click 'ok' on 500+ popup windows :tongue:

LOL! No kidding, then someone would have to come out with an "Autoclicker" mod for all those "Annoying popups"
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Jose ordaz
 
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Post » Sat May 19, 2012 1:51 am

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rae.x
 
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Post » Sat May 19, 2012 10:38 am

Before this thread is closed, I must say well done and thanks folks! I am getting reports of many files being removed. This is brilliant, rather then ignore the problem we have been able to put our heads together and come up with the right information and the right solutions.

Glad to see this is happening.
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Mariana
 
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