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Mod Release Policy

General mod discussion and requests.
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Yossarian
Posts: 73
Joined: Sun Oct 27, 2013 7:56 pm

Mod Release Policy

Post by Yossarian » Mon Feb 17, 2014 9:35 pm

Hey


I have a question regards the Mod Release Policy on this Forum. I have a mod, that I would like to release, that holds around 3 converted meshes of the oblivion base game. These meshes are kind of key element of the mod, so I can't replace them. Since Oblivion is already old and I guess most likely everybody on this forum already bought it, my question would be, if such a mod would be ok to release here or not? I did it mostly for myself, so it wouldn't hurt me to keep it private, but I think it would be quite cool for others as well. Anyway I don't want to risk a ban for that, so it would be nice to have some official statement.


Regards


Yoss



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I would lean no.

Post by JaxFirehart » Mon Feb 17, 2014 9:45 pm

I would lean no.



Yossarian
Posts: 73
Joined: Sun Oct 27, 2013 7:56 pm

Ok... I somehow expected that

Post by Yossarian » Mon Feb 17, 2014 10:07 pm

Ok... I somehow expected that. Although I never really understand these things, since the meshes could be freely downloaded on oblivion nexus and it would be ok. But I understand, that this *could* open the doors for ripped game content, something I wouldn't support as well. Where to put the line...



Trm8r
Posts: 142
Joined: Sat Sep 22, 2012 12:49 pm

I think TTW's installer

Post by Trm8r » Mon Feb 17, 2014 10:31 pm

I think TTW's installer converts the F3 data that is already on our computers, so this site isn't distributing protected assets. My view is that a publisher may try to tell me where I can locate data on my PC, but I can tell them to go to h*ll.



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

Yossarian - you could have

Post by thermador » Mon Feb 17, 2014 10:56 pm

Yossarian - you could have just never brought it up and no one would have ever noticed.



Yossarian
Posts: 73
Joined: Sun Oct 27, 2013 7:56 pm

Ok... well... I didn't mean

Post by Yossarian » Mon Feb 17, 2014 11:16 pm

Ok... well... I didn't mean to dig some graves. I edited my post relating this matter. Feel free to remove this topic if it causes inconveniences.



Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

If you don't mind me asking,

Post by Thatchor » Tue Feb 18, 2014 12:05 am

If you don't mind me asking, what meshes are they? Is it something that I (or someone else) could easily recreate?



Yossarian
Posts: 73
Joined: Sun Oct 27, 2013 7:56 pm

Well... I don't think so. I

Post by Yossarian » Tue Feb 18, 2014 12:15 am

Well... I don't think so. I ported the Cloud Ruler Temple and it's Interior to New Vegas and made a new Player House in a new Worldspace Valley with it. I always really loved the atmosphere of this place. I normally look for similar Mod Resources, so I don't need original game assets, but in this case I never found anything that hit the mark.


I think I could just remove the Temple and release the Valley as it's own, but well, I just created the Valley for the Temple, so this feels just wrong to me.



Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Oh yeah, that's a tough one

Post by Thatchor » Tue Feb 18, 2014 2:08 am

Oh yeah, that's a tough one lol. You could make a modern day cloud ruler temple with the same design if nothing else. 



retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

If you release the mod

Post by retlaw83 » Wed Feb 19, 2014 2:42 am

If you release the mod without the Oblivion meshes, but give instructions on how somehow who legally owns Oblivion can extract those meshes and where to put them, I think it would be all right. The issue is distributing files from a base game.


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



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