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Posts posted by Revanator
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I'd prefer you to state your opinion rather than play devil's advocate. Tempers are a little high already about this, don't you think?
Very true. All right, here goes.
I've said before that I'm not a fan of the modders who try and (for lack of a better term) hoard the rights to their mods and I didn't get why people were so sensitive about their rights in the first place. Perhaps this was simply a bit of an overreaction to the number of people in this thread getting very uptight about it. Regardless, I want everyone to understand that I do see where you all are coming from and that I do care about modder's rights. To an extent.
A lot of us put months or even years of consistent hard to work into making a mod that truly enhances the game experience or provides alternate choices and paths to further diversify the games. We should be able to choose where to upload and how to spread the mod around the community. However, to say we have FULL rights to our mods is a bit of a stretch, I think. We are using assets, textures, models, scripts, sometimes even entire file formats that were created for this game specifically. We are simply blending them in a new way while injecting our own modified versions of these (oftentimes entirely new ones, yes, but we're still inserting them) into the game in a new way. The code, the method, the structure, wasn't created by us. In fact, sometimes we're pushing the limits of the fair use policy by spreading these files around. BioWare and Obsidian are kind enough to let us do this, but don't forget that we are modifying THEIR intellectual property, first and foremost.
In the case of Nexus, it's not an easy problem. I'm as baffled by their hypocrisy as much as the rest of you. But seeing that they are very cooperative and do seem genuinely interested in returning all the mods to their rightful owners, I don't see this as a huge issue. If you are an active member of the modding world, you can go, request your mods, and have them returned to you. For those who aren't...I know it's an unpopular opinion, but I think they gave up their rights when they left the community, gave up modding, and still left their mods up online for others to use. If they're no longer contactable by modders and mod users alike, then they no longer have the rights to those mods. If they wanted to retain them, they'd remove the mods, OR remain contactable, even if they're not active in the community.
That came off a little harsher than I intended it, but I don't have the time right now to fix it. Anyway, that's my 2 cents.
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Copyright expiration IMHO is a poor comparison considering it takes something between 50 - 70 years for it to expire in most countries.
IMV the rights are absolute and should never be extinguished. Irrespective of whether the modder leaves the community. Irrespective of whether the mod is about to be erased from the Internet. Irrespective of whether the community believes it necessary. Irrespective of it all.
Unless the author/creator dies and his estate chooses to not renew the license. Which in this case could mean the modder leaves the community and does not return.
Just a thought, not stating my opinion on it one way or another.
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Just a thought: if a modder leaves the community and is no longer actively modding, should they retain the rights to their mods? Sort of like how copyrights expire if they're not renewed....
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What would you need this collaborator to do?
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If I suddenly lose all rights to my original content I've spent a few years creating, when I save it to a BioWare fileformat, why on Earth would I do that?
I don't think you lose all rights.... I don't agree with what Nexus has done. I'm just calling for a bit more of a calm reaction to this, instead of all the modders getting really upset over this.
Do I count as a modder? I guess technically, but not really. So maybe I'd feel differently if I'd put as much work into one of these as you guys have. But I see several people in this thread really quite angry at Nexus despite the fact that the situation is still amendable and fixable. You can regain all rights to your mods; do so and move on.
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It's so nice for other people to tell us what's right and fair to happen to our mods...
It's so nice and fair for you to decide on rights on mods for someone else's game...
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I found a similar thing. After the fight, Jolee didn't go to his hut, but I could still talk to him and get him to join me.
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Just to clarify, you have no other mods installed, correct? (Aside from TSLRCM and M4-78)
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GL actually confirmed that windu survived, although we know his track record on these sort of things
GL isn't involved anymore, Hidalgo's word actually mean a lot more now.
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Pretty sure Pablo Hidalgo tweeted that Windu died in RotS, to squash that rumor.
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Since we're speaking about languages, stick some Mando'a in the Mandalorian Dxun camp, if you ever get to it. I might be the only one here who can read it but it's worth doing for full immersion.
That is, if you ever decide to do Dxun. Totally up to you.
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HUGE fan of your work man, glad to see that it is still going strong!
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Out of curiosity, how'd you do it?
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I believe this proves several things...first, that Nexus really does care about the mod creators and their rights. What they wrote there shows a good understanding of the established rules and a desire to uphold them.
Secondly, I think it shows that they believe they are doing the right thing for the sake of the community. Whether you think they are or not, this seems to point to them doing this out of a desire to protect the creations of other passionate fans.
But yes, the irony here is very sweet.
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Since each side is currently willing to negotiate, this entire issue should see some sort of amicable solution.
I cannot legitimately determine who is technically covered legally, but people's rights over their work (be it time or personal projects) is a very difficult issue.
Take, for instance that some people spend countless days, months, or even years creating something of high enough quality with some even willing to help users after it has been produced.
These people are doing this all for free, and want at the very least to be able to control what happens to their hard work.
I don't disagree. These people should be recognized for their hard work. But I do question how much control they can truly claim over it.
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I've been a mod user for years, though only in the past few months have I begun to mod games myself. I'm not going to pretend to understand what used to happen 10 years ago in the modding community, or even 3-5.
However, I do take issue with people being this uptight about their "intellectual property" being misused or stolen when it's entirely based off of, used assets and files from, and completely made possible by someone else's work.
I get the frustration with the way Nexus acted. I understand why they did it, and even though it's not perfect, it has worked for some. For others, it's nothing more than an annoyance, or worse. Think what you will. I just question how legitimately you can claim full rights to a modification to a game you don't own the rights to.
If there's been some well-known law on this, then please, enlighten me. But it's my understanding that this all falls under "fair use". In which case, so does Nexus' actions.
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Saul Karath's Pistol
A KNIGHTS OF THE OLD REPUBLIC MOD
Mod Name: Saul Karath's Pistol
Creator: Revanator
Creation Date: 6/13/16
Contact: ethan.wookie@gmail.com, or PM me on the DeadlyStream forums (preferred)This is a very simple mod that edits the uti file for the Sith Assassin Pistol found on Saul Karath's body to make it powerful and unique.
It's fully upgradeable, with some pretty sweet properties once you have done so.
This mod also renames it and gives it a unique description to furhter set it apart.Installation: Simply copy the uti file into your override.
Uninstallation: Delete said file from your override folder.
Bugs: None that I can see.
Compatibility: Compatible with any mod that does not touch the uti for Saul Karath's pistol (named Sith Assassin Pistol, though his is unique).
Thanks to jc2 for the screenshots!
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Submitter
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Submitted06/13/2016
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Category
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K1R CompatibleNo
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Actually, you can't use equipment of any kind since you are in the suit which is supposed to protect you from the gas. (Yes, I made this account only to correct that. I have perfect self-control indeed.)
Just go into the Jekk-Jekk Tarr before that whole plot plays out with your PC wearing a breath mask, and HK and T3. No poison damage and you can finish all those quests then.
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Have to fix some of the Rodian VO, but other than that I'm done.
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Excellent, thank you. Looks like I'm good to go, everything seems to be working. It's simpler than i thought it would be.
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Sorry, I still have a couple questions.
I use the conversation editor in KT, right? And what file do I edit, since I don't have to edit dialogue.tlk?
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So all I need to do is edit the dialogue.tlk file with my added lines, and use those as the pointer scripts for the availability of those lines (besides setting the dialogue trees)?
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For some reason, they're not in the scripts.bif section of KotOR Tool. Not under compiled or source.
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The Leviathan is one of my favorite parts in KotOR, but one of the things that always bothered me was the lack of unique dialogue based on the party member you choose to use to break your PC, Bastila, and Carth out. There are only a few instances where that dialogue comes into play (mainly with the captured Rodian) but (as an example) there should be some pretty stark differences between HK-47's and Mission's reactions and responses.
My idea was to use scripts based on the one that the game uses to identify Carth's response to getting free ("You may only be a droid, but when all this is over, I'm going to see that you get a medal for your part in this.", "If you keep getting us out of scrapes, there might be a place in the Republic Army for you, even if you are a Mandalorian.", etc. (paraphrases but you get the idea). I would use the scripts to identify which party member is the one speaking, and it would check in the appropriate part of the dialogue.tlk file, which I would modify to have all 5 possible party member's dialogue.
Problem is, I'm new to scripting, and could use a hand in working this out. If someone could point me in the right direction, I'd be really grateful.
Easy Turret Minigame?
in Mod Requests
Posted
The no turret minigames mod seems perfect for you....