Mods will remain free for Fallout 4. I saw this EULA

Post » Wed Dec 02, 2015 5:16 am

So I was looking on the internet if any new information about Fallout 4 has been released and found a picture of the End User License Agreement (EULA) describing mods.

ZeniMax Media Inc., Bethesda Softworks, and Bethesda Game Studios will not be allowing paid mods at all even after Fallout 4 releases for sale.

Here's a picture of the End User License Agreement (EULA) I found on the internet.

http://i.imgur.com/7NTH1Qy.png

There was talk that ZeniMax Media Inc. and Bethesda Softworks might try paid mods again after Fallout 4 releases for sale and on Bethesda.net. It looks like it will never happen.

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Crystal Birch
 
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Post » Wed Dec 02, 2015 7:26 am

Good!
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Nicole Elocin
 
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Post » Wed Dec 02, 2015 11:29 am

Yeah, didn't think they'd try again so soon after the last disaster. But i'd imagine it'll be part of plans for TES 6.
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Alada Vaginah
 
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Post » Wed Dec 02, 2015 7:13 pm

That only says that the mod creator can't sell it; it says nothing about Bethesda not being able to sell it and then pay the mod author for the privilege (or not do so - another part of the EULA says that the publisher owns all rights to any mods you make).

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Scotties Hottie
 
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Post » Wed Dec 02, 2015 7:32 pm

Didn't it say the same for Skyrim?

This could just mean the modmakers can not charge anything for mods they create, without authorization from the publisher.

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Rach B
 
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Post » Wed Dec 02, 2015 4:33 pm

This is basically the same for all video games published by Zenimax Media Inc. and Bethesda Softworks and developed by Bethesda Game Studios.

They can sell mods because they own the video games, but we can't.

This just shows they won't be trying paid mods that they tried with The Elder Scrolls V: Skyrim again.

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megan gleeson
 
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Post » Wed Dec 02, 2015 10:17 am

A company can change their EULA at any time they feel like it.

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Amy Siebenhaar
 
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Post » Wed Dec 02, 2015 6:04 pm

EULA can be changed at a moments notice

someone just posted the same thing a couple of minutes before

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Kat Lehmann
 
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Post » Wed Dec 02, 2015 8:41 am

No, it doesn't. It shows that you can't independently sell mods - which you couldn't for Skyrim, either.

It has absolutely no bearing on whether or not they'll attempt to institute the paid-for-mods scheme again, as that scheme was entirely consistent with this EULA agreement.

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Nathan Hunter
 
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Post » Wed Dec 02, 2015 1:29 pm

Isn't that basically the same thing I just described in my comment you just replied to?

Anyways I do not think they will try paid mods again with Fallout 4.

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Sammykins
 
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Post » Wed Dec 02, 2015 2:02 pm


Gee, with that attitude, I might as well shoot myself now because I could die in the shower tommorrow morning! Death is a comin' to me anyway, so why wait for the Grim Reaper to come a knocking?

Just because a company can do domething doesn't mean they will, especially if the thing they can do allows them to try something less than a year after it was shut down within tje week of its implementation due to massive fan protest.
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Peetay
 
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Post » Wed Dec 02, 2015 7:14 am

No, you said that this EULA means they won't be trying the Skyrim-style paid-for-mods scheme again. This EULA doesn't say anything about that at all.

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Red Bevinz
 
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Post » Wed Dec 02, 2015 8:31 am

That's because I don't believe they will be trying paid modding again if ever.

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Mason Nevitt
 
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Post » Wed Dec 02, 2015 8:33 am


They will. Too much money to be made to ignore it.
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Monika
 
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Post » Wed Dec 02, 2015 5:21 pm

No there is not too much money to be made off of selling mods.

Gabe Newell said he lost $1 million dollars (USD) in e-mails and so on from the paid mods when VALVe introduced them to the Steam Workshop in April 2015 for the PC version of The Elder Scrolls V: Skyrim.

VALVe only earned $10,000 dollars (USD).

Look at Electronic Arts (EA) when they did it for The Sims 2 it didn't work out well either.

You thought the April 2015 paid mods riot was big? The next one will probably be bigger.

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sam westover
 
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Post » Wed Dec 02, 2015 8:46 am

That EULA does not apply to the CK, it's the standard boilerplate you find on pretty much every game out there, and you'll probably find that the one for Skyrim says the same thing and ALWAYS said the same thing.

Wait for the EULA attached to the CK to come out next year and then you'll know.

Not that it matters, because it's their EULA. They can change it as needed to support whatever plans they may have.

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Matt Gammond
 
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Post » Wed Dec 02, 2015 8:10 am

Yeah that is true.

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Lucky Boy
 
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Post » Wed Dec 02, 2015 9:29 am

Ballowers, I know your against paid mods, and you can take that stance if you want, but don't give out false info you may not have actually experienced..

the paid mod scene on Sims worked very well for quite a long time, actually from the Sims 1 House Party expansion (at least, thats when i noticed it was starting to become more common) all the way up to up until the release of the Sims 2 Bon Voyage expansion to be exact, it was the paid mod scene that was at the forefront of Sims modding and was responsible for many innovations within..


the paid mod sites were the first to figure out how to get custom models in the game, and how to create 100% custom animations (prior to that people were only able to reuse stock animations in creative ways). A person wants to learn how to make user generated content? well it was those that made mods for the paysites that were the first to try and help them learn or would type up beginner guides.. if you were looking for a kind friendly and accepting community, you were better off with some of the pay sites (heck, the leading paysite "The Sims Resource" had one of the friendliest communities I have ever seen on the web.. the leading free site "modthesims2" had a somewhat larger community, but was actually was somewhat toxic towards new users or those that thought differently on issues, sort of an "old boys club" so to speak)..

sure, the free sites like modthesims2 usually had the advantage in more script heavy content (a mod that allowed you to pick how many kids your sim had at the time of birth being a big one, a guy also made this sort of "potion crafting system" that was really indepth as well), but the paid sites had the advantage almost everywhere else


the paid mod scene worked extremely well, and the only reason it fell apart was because a website called "paysitesmustdie" showed up, which was stealing paid mods off sites servers and giving them out for free..



now, I know I have had to tell you this Dozens of times at this point, but stop saying "it didn't work with sims" because it actually did really well, and quite well until paysitesmustdie showed up.. you saying it didn't work is pretty much lying to support your claim..





if your against pay mods Ballowers, hey great for you, and I will support your right to take that stance. however please do not use false info as proof to support it.. if it wasn't for that site essentially pirating stuff from paysites (pirating mods, just saying it sounds funny imho) it would still be going to this day..

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Tarka
 
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Post » Wed Dec 02, 2015 7:41 pm

As I recall it was steam that wanted to have paid 3rd party paid mods not the publishers.

However while the mods might be free there will need to be a system for access and installing them onto the Xbox1/Ps4 and both parties will likely want some way to vet the content so people aren't loading nvde or six mods and such. Which might have a subscription service of its own. I'm hopeful that Fallout 4 will be able to access a plugged in USB stick and simply load mods stored on it without actually installing them onto the system. This would mean the mods would have to be entirely self contained within bsa and esp files.

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Ice Fire
 
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