The Elder Scrolls

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It's a precursor to microtransactions and gimped modding for TES VI. Can't have amateur mod makers making better shit than what's in the Creation Club.
What I don't get is wasn't a big point of Creation Club that a lot of its content was made by mod authors? I know Arthmoor made at least a player home for it.

And also wasn't this basically the system that Steam Workshop had the first go around?

Anybody play Minecrat and explain to me if there is any difference with this "marketplace" style other than Bethesda exercising more control/cutting Valve out?
 
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What I don't get is wasn't a big point of Creation Club that a lot of its content was made by mod authors? I know Arthmoor made at least a player home for it.

And also wasn't this basically the system that Steam Workshop had the first go around?

Anybody play Minecrat and explain to me if there is any difference with this "marketplace" style other than Bethesda exercising more control/cutting Valve out?
The minecraft marketplace is only on the microsoft'd version of the game. Instead of actual mod support, they only allow data packs (editing existing things, but no actual custom code, just command block stuff really), maps, skins and textures. Because of the way they made it, the entire thing is flooded with garbage shovelware that only exists to steal money from children. Also because its the shitty microsoft version, its more locked down than Java, meaning there are no custom player skins (only on mobile and PC) and no custom maps or texture packs (again only on mobile and PC). There was a bunch of drama about MULTIPLE popular things on the marketplace being literally just stolen from the java version and sold without the authors permissions. I think the seller percentage is really low as well. Microsoft makes stupid bank off of it, which is probably why they are very slowly trying to kill off the Java version.

Bethesda probably hates that mods are free and they make nothing off of them. Pretty sure there was big drama around the mod authors that got to make creation club stuff. I can't imagine Bethesda can actually lock modding down, considering that people were even modding fallout 76. Bethesda just seems REALLY out of touch with the modding community in general.
 
Bethesda just seems REALLY out of touch with the modding community in general.
I mean considering the amount of garbage mods I see for Skyrim, that might be a good thing in the long run.

Still think it's lolworthy to pay for any of this mediocre shit though. If they want people to buy shit just create a small team that keeps making worthwhile content for the game
 
What are everyones thoughts on the rumors that Bethesda is going to try a third go at paid mods, but this time with some system that mimics Minecraft Marketplace this year?
Todd somehow has the idea that mod authors create mods to sell, not because it's some one-off from a random idea they had. He always forgets that mods take inspiration from each other, sometimes literally. It's going to be like what Epoch said:
Instead of actual mod support, they only allow data packs (editing existing things, but no actual custom code, just command block stuff really), maps, skins and textures.

Oh and when Skyrim launched on GOG, they dropped a hint that modding support on Galaxy will be coming in the future builds of Skryim, so it may mean native workshop support is back with some restructuring of the workshop on Steam.
 
Bethesda probably hates that mods are free and they make nothing off of them. Pretty sure there was big drama around the mod authors that got to make creation club stuff. I can't imagine Bethesda can actually lock modding down, considering that people were even modding fallout 76. Bethesda just seems REALLY out of touch with the modding community in general.
This is all probably true and that annoys me. Bethesda most likely thinks they don't make any money off of mods but they probably sold loads of copies because of them. The problem is there is no clear straight line to draw between their sales and the modding communities contribution to it. Yeah, you won't know if you made exactly $60 million because of mods and you never will.

People still buy and talk about Skyrim (and other Elder Scrolls) nowadays and sometimes the reason why is because of "that cool mod that just came out". But even when people talk about just replaying the game it's a relatively safe bet that they were using mods to punch up that experience. It takes double digit millions each year to intentionally keep a game in the public consciousness and the modding scene did that nearly for free (outside of the obvious cost of making and maintaining such tools some of which modders fixed on their own).

For the love of God, one of the bigger controversies in gaming last year was Fallout: The Frontier! Do they think it's normal for a game to have major controversies 10 years after official support has ended? They have a good thing going on and all they need to do is to not screw it up.
 
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Todd somehow has the idea that mod authors create mods to sell, not because it's some one-off from a random idea they had.
I don't know. It seems like every time I check out a mod on Nexus I'm bombarded with some bullshit about either donating to the mod creator or donating to some bullshit charity they are pushing (most notably Ukraine shit recently)

This is on top of Nexus claiming they give money to mod creators through their paid services and such.

Everyone kind of feels out of touch on this subject to me. There are most definitely mod authors out there now expecting some sort of payday so it doesn't seem strange to me that Todd would get the idea that they make mods to sell.
 
I don't know. It seems like every time I check out a mod on Nexus I'm bombarded with some bullshit about either donating to the mod creator or donating to some bullshit charity they are pushing (most notably Ukraine shit recently)

This is on top of Nexus claiming they give money to mod creators through their paid services and such.

Everyone kind of feels out of touch on this subject to me. There are most definitely mod authors out there now expecting some sort of payday so it doesn't seem strange to me that Todd would get the idea that they make mods to sell.
Those are donations, not sales. Sure, everyone will gladly take money if it's offered, but sales need verifiable ownership. It was a land mine when paid workshop items first launched, and it's still a landmine today. I doubt modders will rebuild each expansion-sized mod from the ground up, which is what would be required to avoid pulling any items from other mods.

Armours and weapons will be fine, and that's what @Epoch was talking about.
 
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Paid mods is a big old nothing burger (with Skyrim), just like every other time it has been tried.

PC players are so obsessed with turning Skyrim into Dark Souls or Anime Waifu Titty Adventure that none of their shit would be available through official channels anyways because of the over reliance on script extenders and...well...tits.

And like, there are already so many options already out there, even just counting Bethesda net, and Skyrim is a fucking 11 year old game. There's nothing it could ruin at this point.

Now Elder Scrolls VI? Eh, could become a problem there. I still contend that it won't matter on PC though. The community is so large and autistic that they'll figure out how to mod ESVI no matter what Bethesda/Microsoft try to do. And that's if they even decide to do mods for ESVI. I'm not convinced that they'll just say "fuck it" and keep modding Skyrim after how autistic half or more of them got over Anniversary Edition.
 
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In response to some of the previous posts; the death of TES modding is coming, slowly but surely. I would chalk it down to three points:
  • Less focus on the individual players creating mods
  • Increasing focus on mod-incombatible systems: cloud gaming, game pass solutions, and consoles
  • Mismanagement from companies and mod repositories
Individually, none of them spells doom - but together, they result in less modder recruitment, fewer people downloading mods, and unwillingness to interact with modding.
 
It also doesn't help when new modders get recruited to work on Beyond Skyrim with promises of making their own quests and player homes when in reality they're going to be doing basic bitch modding work.
 
And that's if they even decide to do mods for ESVI. I'm not convinced that they'll just say "fuck it" and keep modding Skyrim after how autistic half or more of them got over Anniversary Edition.
I never bothered getting Anniversary and didn't follow what was going on when it came out, so I was wondering: is it a case of "you have to buy this DLC in order to use most mods now" or a "buying this DLC breaks most mods and now the community is fragmented over it" deal? I plan on going back and playing it a bit once I've finished up with my current runs on Oblivion and Morrowind, but haven't checked out what the issue exactly is, only that it's a problem.
 
I never bothered getting Anniversary and didn't follow what was going on when it came out, so I was wondering: is it a case of "you have to buy this DLC in order to use most mods now" or a "buying this DLC breaks most mods and now the community is fragmented over it" deal? I plan on going back and playing it a bit once I've finished up with my current runs on Oblivion and Morrowind, but haven't checked out what the issue exactly is, only that it's a problem.
There's only a handful of mods that require AE and many important mods like Dynamic Animation Replacer that won't work in AE. Although a beta build of Open Animation Replacer just dropped and there should be a final version of it done by the summer. You can use a downgrader mod or just pirate a copy of 1.5.97 because at this point Todd Howard has gotten enough of your cash.
 
I never bothered getting Anniversary and didn't follow what was going on when it came out, so I was wondering: is it a case of "you have to buy this DLC in order to use most mods now" or a "buying this DLC breaks most mods and now the community is fragmented over it" deal? I plan on going back and playing it a bit once I've finished up with my current runs on Oblivion and Morrowind, but haven't checked out what the issue exactly is, only that it's a problem.
It has nothing to do with Anniversary Update itself I believe. It was simply the fact there was an update to the game, and every time an update happened people needed to re-do their mods that relied on SKSE or something.

But there's a big schism between mod authors who got big baby buttmad that Bethesda dared do an update after a year or two which caused them to have to go and actually do some fucking upkeep with their shitty mods. Some just downright refuse on some gay entitlement, others just do it because that's par for the course.
And then you have people who are mad because the patch team doesn't easily offer older versions of the patch and have made it clear they don't see a reason to specifically offer pre and post AE patches just like they never offered a specific VR patch.

It's just a cluster fuck of autism. There's a good argument to be made that modding is already dead because of these autismo faggots anyways. There's absolutely no cohesion within these groups which makes no fucking sense since they all seemed to decide to have USSEP be mandatory for their mods.

Edit: Also, even if you didn't get Anniversary Edition, you're still effected. AE wasn't a separate game, it was just an update to the already existing game. Even if you don't buy the content, your game IS Anniversary Edition unless you go out of your way of downgrading it.
 
It has nothing to do with Anniversary Update itself I believe. It was simply the fact there was an update to the game, and every time an update happened people needed to re-do their mods that relied on SKSE or something.
Becuase the SKSE devs were lazy and hard coded all their binary mappings to the EXE instead of writing it so that it could dynamically determine the mappings. They finally got around to the dynamic system after AE released and bethesda released a few patches after and it broke SKSE each time. Now SKSE can automatically determine the EXE version and map to that version. Bethesda forcing modders to not be lazy bums lol
 
Anyone have any suggestions for builds in Skyrim? I'm usually either a Khajiit unarmed build or using the Ebony Blade.
Normally I play some flavor of human because Nords and Redguards are both based in their own unique ways, but the one instance where I played as a guerilla-style Argonian was pretty damn fun. I specced into one-handed, light armor, alchemy and a little bit of alteration since muffle and detect life are huge early game boons when you haven’t learned all that many dragon shouts yet.

Next build I wanna try is a stealth Orc because my understanding of their racial passive means that sneak damage with one handed weapons and a certain sneak buff becomes stupidly busted.
 
There's only a handful of mods that require AE and many important mods like Dynamic Animation Replacer that won't work in AE. Although a beta build of Open Animation Replacer just dropped and there should be a final version of it done by the summer. You can use a downgrader mod or just pirate a copy of 1.5.97 because at this point Todd Howard has gotten enough of your cash.
Funny that you posted this, DAR was literally just updated a day ago. Hopefully Bethesda stops updating the game because somehow I doubt we're going to get an update for any versions after this one.
 
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