Is CK modding and Nexus modding incompatible?

Post » Mon May 21, 2012 1:22 pm

I know zip about mods, but I keep seeing threads where people are saying they're deleting their old mods in anticipation of the CK. Can't I use my old mods from Nexus with whatever new ones come out after CK?
User avatar
Sakura Haruno
 
Posts: 3446
Joined: Sat Aug 26, 2006 7:23 pm

Post » Mon May 21, 2012 6:29 pm

False. No matter where you get your Skyrim mods, they will be useable.

So... doesn't matter which site you get your mods from. Nexus > Steam workshop by the way.
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

Post » Mon May 21, 2012 11:02 am

I'm not sure why people are doing that. I can't see any way pre-CK mods wouldn't be able to run alongside any other mods just because of the fact that they weren't made with the CK.
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Tue May 22, 2012 12:24 am

I'm not sure why people are doing that. I can't see any way pre-CK mods wouldn't be able to run alongside any other mods just because of the fact that they weren't made with the CK.
They will. They just want to start fresh for a whole bunch of other new and improved/better mods than the ones that they already had.
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Mon May 21, 2012 1:28 pm

False. No matter where you get your Skyrim mods, they will be useable.

So... doesn't matter which site you get your mods from. Nexus > Steam workshop by the way.
Really. That's a rather subjective opinion, not even considering that the Steam Workshop hasn't even been released yet.
User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Mon May 21, 2012 10:54 pm

It's not because of that. It's because of how the mods work right now. For example most of the mods atm are heavily relied on scripts. With CK around mods will probably be of less size, and way more simple to make in CK.
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Mon May 21, 2012 4:10 pm

It's not because of that. It's because of how the mods work right now. For example most of the mods atm are heavily relied on scripts. With CK around mods will probably be of less size, and way more simple to make in CK.

Actually, plugins made now are generally smaller. It's changing data on a more base level. Ofc, all plugins should be fairly small because scripts aren't kept inside them, besides plugins editing cells/worldspaces.

Everything besides scripting can be done now, though actual worldspace and cell editing can be done much easier. No reason that a mod made now is going to be worse than a mod made with the CK, though.

I don't understand why people think the CK magically makes everything better *shrug* My realistic lighting improvements can only come from the java program, the actual plugin's just how it should be.
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Mon May 21, 2012 11:21 am

Mods will function a little differently with the CK. The tools we've been using have been piecemealed together to give us some thing to work with, but the official tool will make many changes easier, and many mods will be able to be made cleaner.
User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Mon May 21, 2012 10:26 am

Really. That's a rather subjective opinion, not even considering that the Steam Workshop hasn't even been released yet.

Nothing subjective about it. Valve will be up the modders asses with rules and guidelines. Nexus will still reign supreme.

Not to mention Nexus has been around since Morrowind. Steam Workshop has no chance at all to compete.
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Mon May 21, 2012 7:05 pm

Nothing subjective about it. Valve will be up the modders asses with rules and guidelines. Nexus will still reign supreme.

Not to mention Nexus has been around since Morrowind. Steam Workshop has no chance at all to compete.
And you know this how? It's entirely subjective. We don't know how the Steam Workshop will exactly work, or what restrictions it may or may not place on modders. My only guess is that it might not allow nvde / six mods, and even that is a guess. I will definitely be putting all my mods on the Workshop, unless they ask for my firstborn, and then the joke's on them.
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Mon May 21, 2012 12:16 pm

Provided...
  • File names are the same
  • File extensions are the same
  • The plugins' contents are the same
...there should be no differences between a Plugin.ESM downloaded from the Nexus and a Plugin.ESM downloaded from the Workshop.

Plugins made before the CK will most likely work fine side by side with CK made plugins, but depending upon the record types edited/added, some plugins should be updated/rebuilt with the CK to ensure everything adheres to the bona fide record definitions.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Mon May 21, 2012 9:21 am

Nothing subjective about it. Valve will be up the modders asses with rules and guidelines. Nexus will still reign supreme.

Not to mention Nexus has been around since Morrowind. Steam Workshop has no chance at all to compete.

i agree except i would say SW will compete and has already divided a great community

and has more long term consequences than most people understand.

SW has the possibility to take mods into a position where modders are in competition with each other and not working together.

this will end up being bad for new modders, bad for old modders, and bad for mod users.

Only time will tell.

but if i and many others are correct, this will change the state of modding forever.
User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Mon May 21, 2012 6:58 pm

A mod is just a file. Most content mods will be .esp plugins or .esm base mods. Nexus and Steam Workshop will be two places hosting such mods and you may use them to help you install and manage them, although you can install them manually from Nexus and I'm assuming Steam will be the same. Now there will be some mods that conflict with other mods, but the reason won't be because of the host but because of the content within the mod file. I imagine many modders will put their mods on both sites. Nexus and Steam are not really either/or competitors, although there is a little healthy rivalry.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Mon May 21, 2012 12:48 pm

SW has the possibility to take mods into a position where modders are in competition with each other and not working together.

Care to explain how exactly it would do that?
User avatar
Emma Pennington
 
Posts: 3346
Joined: Tue Oct 17, 2006 8:41 am

Post » Mon May 21, 2012 8:05 pm

Care to explain how exactly it would do that?
Paranoia that SW will sell mods. Not entirely unfounded, but almost.
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Mon May 21, 2012 10:48 am

Care to explain how exactly it would do that?

Although I'm not one of those that worry too much about it, I think the possibility that some mods have a chance to make real money for some modders might cause some people to be more tight-fisted with their ideas and assets. My sense, however, is that this community does well with giving credit where it is due. Look at any mod on the Nexus and you see people thanking and acknowledging those that helped them. I don't really think there will be enough pay-mods to do much damage to that spirit, but maybe I'm an optimist.
User avatar
kitten maciver
 
Posts: 3472
Joined: Fri Jun 30, 2006 2:36 pm

Post » Mon May 21, 2012 2:32 pm

I don't think there will be any pay mods. Not created by users. There's been very little reason to think there will be except speculation on some vague wording in a EULA that doesn't even pertain directly to Skyrim.
User avatar
Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Mon May 21, 2012 9:00 am

I'll be sticking with Nexus for most of my mod shopping. For some reason I don't even like the idea of the Steam Workshop. Mods have always been "ours", for lack of a better word. The workshop seems to be a step in the direction of trying to take over and making them "theirs" instead.

Besides, I'm sure you will have to have steam logged in online to use the workshop and it's my practice to keep Steam in offline mode.
User avatar
Jaki Birch
 
Posts: 3379
Joined: Fri Jan 26, 2007 3:16 am

Post » Mon May 21, 2012 11:33 am



Nothing subjective about it. Valve will be up the modders asses with rules and guidelines. Nexus will still reign supreme.

Not to mention Nexus has been around since Morrowind. Steam Workshop has no chance at all to compete.
Except the resources at their disposal?
I ultimately I agree with you tho, unless this "surprise" coming with ck is something akin in functional value to, say wrye bash(..smash, w/e we call it now)

Besides, I'm sure you will have to have steam logged in online to use the workshop and it's my practice to keep Steam in offline mode.
It's okay to still do this and perhaps even more advisable now, if every time you launch the game it changes a bunch of files otherwise.
User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Mon May 21, 2012 2:58 pm

I'll be sticking with Nexus for most of my mod shopping. For some reason I don't even like the idea of the Steam Workshop. Mods have always been "ours", for lack of a better word. The workshop seems to be a step in the direction of trying to take over and making them "theirs" instead.

Besides, I'm sure you will have to have steam logged in online to use the workshop and it's my practice to keep Steam in offline mode.
Mods have never really been yours. Models and textures you create are yours, but the plugin files are not. They are a proprietary format owned by Bethesda, and include data owned by Bethesda. They give you the option to use the mods however you want, but you could never legally sell a mod you create or any anything like that.
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Mon May 21, 2012 3:09 pm

Except the resources at their disposal?
I ultimately I agree with you tho, unless this "surprise" coming with ck is something akin in functional value to, say wrye bash(..smash, w/e we call it now)
Wyre Bash will still work with mods downloaded from Steam. That tool is not exclusive to Nexus downloads.
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Mon May 21, 2012 11:00 am

You can add animations and uncompiled scripts (presuming they were written in an external editor) to that list as well.

If I remember correctly, the EULA talks about files created with the , not specifically *.esp or *.esm files, which would mean it doesn't apply to files created with 3rd party editors like FNVEdit. I haven't checked that explicitly, though.

Cipscis
User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Tue May 22, 2012 1:13 am


Wyre Bash will still work with mods downloaded from Steam. That tool is not exclusive to Nexus downloads.
I understand, I mean something with the same usefulness, not the same utility
User avatar
Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Mon May 21, 2012 1:35 pm

Mods have never really been yours. Models and textures you create are yours, but the plugin files are not. They are a proprietary format owned by Bethesda, and include data owned by Bethesda. They give you the option to use the mods however you want, but you could never legally sell a mod you create or any anything like that.

I was speaking more figuratively and less legalese literal. I meant that the creation and exchange of mods were something that grew organically out of the community without the company trying to get a piece of the action or influencing the content. That's why I put "ours" and "theirs" in quotation marks, to indicate I wasn't being literal.
User avatar
Tanika O'Connell
 
Posts: 3412
Joined: Fri Jan 26, 2007 1:34 am

Post » Tue May 22, 2012 12:26 am

Paranoia that SW will sell mods. Not entirely unfounded, but almost.
I thought the EULA prohibited making a profit from mods?
User avatar
courtnay
 
Posts: 3412
Joined: Sun Nov 05, 2006 8:49 pm

Next

Return to V - Skyrim