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We believe this issue was fixed at 2am this morning (since then our mail server has sent over 6,000 emails). Please contact us if you do not think this is the case.
Original news post:
This is a quick update to let you know we're aware of an issue affecting our email delivery at the moment. A quick check of our stats shows our external mail provider (Amazon SES) has delivered no emails over the past 24 hours. We send emails for registration activation, private message notifications, tracked forum topics and so on and so forth. This will likely be related to recent security updates we've installed on our servers.
We're working on getting this fixed up (not least because it means no one can register a new account on the site until this is fixed), so please be patient.
I apologise for the delay. I've been travelling up to and then subsequently at a friend's wedding all day so I haven't been able to read the myriad (over 1,000) support tickets people have sent me on the issue. Due to the sheer amount of people who have sent in tickets, I apologise but I won't be able to personally respond to each one. Hopefully you can appreciate why!
Either way, we'll get this fixed up as soon as possible.
One of the most exciting developments in the world of modding is soon to be unleashed upon the community in the form of “Enderal”, a total conversion mod for Skyrim. Expected to contain between 30 and 100 hours of gameplay depending on the whether the user runs through or checks out all the side quests, the mod itself has been in development for over 29900 hours (beginning prior to Skyrims release) and has produced an incredible total conversion.
We have been lucky enough to talk to Nicolas Lietzau, the Project Lead on the development team and find out some of the obstacles, challenges and milestones they have faced.
You began development even before the release of Skyrim, did you have an idea in your mind following the release of your previous mod ‘Nehrim’?
Not really. Truth be told, after Nehrim we were fairly certain we’d never do something comparable again, simply because it had been so much work. However, once Skyrim’s release closed in (and we had had some time to “recover”), it pretty quickly become apparent that we didn’t want Nehrim to be our last project. The first concepts of Enderal were created around September ‘11, two months prior to the release of Skyrim.
So what was the inspiration for Enderal?
That’s hard to pin down - even though we always had a fairly clear idea of what we wanted Enderal to “feel” like, the game grew into what it is today over the course of the development. Story wise, we actually drew a lot of our initial inspiration from the writings of C. G. Jung, strange as it may sound. For Enderal as a game, we simply wanted to create a game which we would like to play ourselves. As challenging as non-commercial development is, the creative freedom it grants you is priceless.
Can you tell us a little bit regarding the story arc of the game (without giving away any spoilers)?
The story of Enderal takes place two and a half years after the events of Nehrim. For an unknown reason, wars have started erupting all over the world and a peculiar mental illness called the “Red Madness” has started infesting the minds of man and animal alike, causing them to become extremely violent. The player is a refugee from the civil war tearing apart the southern parts of Nehrim. Haunted by strange and disturbing nightmares connected to his past, he (or she) is looking to start a new life on Enderal, one of the few countries still at relative peace. After some peculiar things happen, he begins to get involved in the “Holy Order” - the order who rules Enderal, who, with the supposed death of their gods, are themselves torn apart internally - searching for the reasons behind the Red Madness.
Will the races from within Nehrim (the Alemanne, Normanne, Half-Aeterna, Aeterna and Star people) be making a return and which ones will be playable within the game?
Only the Half-Aeterna. The other three available races are Half-Qyrean, Half-Kiléan and Half-Arazalean.
You have a team of 14 people involved in the development process, where have they been based and how have you managed to organise those involved?
Actually, the core-team was even smaller - there were only 7 people who were in the team from the very beginning until the end though, we gained some very dedicated and loyal members with the Alpha. Most of us are located in Germany (around Munich), whereas two of us are from the States, and one of our artists is from Italy. Since we were so small, we did not have to spend as much time managing the team as larger teams do. We held daily contact via Skype (or, for those in Munich, in person) and yearly team meetings, where we met for a drink and discussed the process. We also had detailed project schedules (particularly for the localization) and game design documents, such as an art bible, a GDD, or a level design bible, but due to the noncommercial nature of our project , we had to compromise more often than we would have liked to - it’s really hard to plan properly when team members suddenly disappear, something the core team had to make up for with hard work.
Could you tell us a little bit about who is on your team?
We’re quite the diverse group - while most of us are between 22-30 yrs, of age, we have people of many age spectrums and nationalities. And while our individual motivations for why we have invested and still invest so much time of our lives in Enderal are different, I daresay that what we all have in common is our love of creating memorable, one-of-a-kind experiences with as little means as possible. There were so many people who kept on telling us that doing something as ambitious as Enderal is impossible, that it would never see the light of day (and, of course, that our work is rubbish), that at one point, we had all developed this insane drive to prove them wrong. But all in all, we mainly did what we did because, despite all the challenges, we enjoyed it.
What about day jobs, what do you guys do for a living?
Well, some of us are students, some of us work in the video game industry, whereas others do something else entirely. :)
What did you find the most enjoyable part of creating a mod that is the equivalent (in fact superior) to many a AAA title?
For me, it was definitely the creative freedom. A lot we did in Enderal, particularly story-wise, could be considered “experimental”, and - while there certainly are exceptions! -, I’m not sure these scenes would have been greenlit in a commercial production.
What tools did you use in the creation of Enderal?
Apart from the Creation Kit (Shock of shocks :-)), we used 3DSMax, Blender, Photoshop, Substance Designer, the Quixel Suite, Articy Draft, Cubase, Audition and a lot of precious community-made tools such as NifSkope, NifMerge, BSAExtractor, MultiXWM and many, many more. Huge thanks to all the devs of these!
What has been the hardest part of the development process and how did you overcome them?
Definitely the volatility of the team outside of our core group. While the modding community is full of amazing, talented and dedicated people, there are also a lot of people who, for whatever reason, don’t stick to their commitments. Planning a massive project like that without having any means of “motivating” people to finish what they started was a nightmare and the main reason we had to cut out so much content.
What do you think will be the most appealing parts of Enderal for players of Skyrim?
That’s hard to say. I personally enjoy the feeling of the story (which couldn’t be more different from Skyrim), as well as the overhauled game-play and the versatility of the landscapes. Being a huge fan of tropical settings, I always loved the idea of exploring a tropical coast in a game like Skyrim. In Enderal, players can do that: We have European forests, heathlands, frosty mountains, deserts and a lot more.
How will Enderal differ from Skyrim and Nehrim?
Again, that’s hard to say. Even though we hope that people who loved Skyrim will enjoy Enderal as much, the two games provide for two very different experiences. Compared to Nehrim, Enderal definitely has a different feel to it’s narrative - while both of the games dealt with “heavy” themes, Enderal is by far more polished and mature in many aspects. What both Nehrim and Enderal have in common, is the - as we hope - compelling game world and the detailed level design.
Once released, do you have any plans on adding more additional content to the mod or will you begin thinking towards your next project?
We’ll see. Right now there’s still an entire quest-line which needs more QA and will be added soon after the German release. We will definitely fix bugs, but we’re also involved in other (non-SureAI) projects which require a great deal of our time after Enderal is out.
Do you have any advice for the aspiring mod authors of today on how they should get started?
Good question! Firstly, be ambitious, yet realistic. Many mods don’t ever see the light of day simply because they are too massive. Secondly, try to be respectful and stick to your promises. I can’t stress the latter enough.
How can fans help you now or in the future?
Enjoy our game and spread the word! The more people learn about Enderal, the better. Also, if you’ve played and enjoyed it: You can donate to us on our website. Even though it’s a pro-bono project, we had and still have some costs to cover, such as server maintenance or studio cost. We’re thankful for every support we can get. :)
Enderal is expected to release in German between the 1-3rd July. When should we expect the English version?
Soon after that! We’re still editing and implementing voices, but the localization is close to completion. Just know that we’re not holding anything back on purpose.
Thank you so much for taking the time out and answering our questions, especially so close to the release of the mod. Certainly exciting times. We here at NexusMods wish the mod exceptional success.
You can grab the German Pre-Load for Enderal here on NexusMods... The English version will follow shortly.
This is a quick and easy news post asking for a little more help with the Nexus Mod Manager focus group. The team has been hard at work doing updates, bug fixing and adding new features to provide the most stable and reliable platform for modding your games. This is going to be one big release!
We touched on it before, but the big addition to this release will be the Backup and Restore functionality. Following feedback from the users involved in the existing focus group, we have added a complete local backup facility. This allows you to take a 100% complete “snapshot” of your game mods, ready to be restored in full, at any time.
Another big part of the upcoming update is Profile Sharing which allows users to share their own profiles and allows one-click installation of other's profiles. This enables everyone to share their modded experiences easier than ever.
The combination of these two systems enables you to then try out other builds and profiles that have been uploaded to the site with ease and peace of mind. If you don’t like the downloaded build or want to just return to your previous configuration, then it’s as simple as a few clicks.
The possibilities this opens up are pretty endless. We have already seen in the focus group an amazing diversity of people’s profiles, each one changing your game to become a new and unique experience. Any combination of new looks, quests, abodes, armors, or gameplay mechanics can now be installed and replaced with ease - this is a very exciting addition.
The focus group has been exceptionally busy and have helped us in finding and quashing a number of bugs through the use of the Github bug tracker and we are most grateful for all the help they have provided, but we now need more people.
So here is another call out to ask if anyone would either like to be a part of the focus group or knows of someone that would. If so, please drop an email to email@example.com and I will invite you to join us in our company communication tool ‘Slack’, you will be given access to the upcoming releases of Nexus Mod Manager. What we ask is that you spend some time testing each feature of the software, especially the new ones that will be detailed within ‘Slack’ and report back any bugs that you may find.
In light of recent changes to the official Bethesda forums and a lack of a dedicated place for mod authors to discuss and help others with specific issues related to the Creation Kit and creating mods in general on our own forums, I've created new categories in the Skyrim and Fallout 4 sections of our forums respectively.
They're, naturally, pretty empty right now. We'll work on moving over some of the main threads from the Fallout 4 and Skyrim "Mod Talk" forums in due course.
While this news isn't exactly major, I know of several mod authors who've bemoaned not having a dedicated place to talk about this topic without threads being lost amongst general modding talk on our forums, and I wanted to bring this to their attention.
Today’s essay is on a subject I really don’t want to cover. I don’t know if it’s a lethargy that’s come from a changing of the seasons, or more likely, whether I feel utterly drained from the past few weeks of downright stupidity surrounding the community from all sides that makes me resent having to address the situation. However, we’ve released a small update to the mod author permissions section to address some of the issues that have arisen lately (details towards the bottom of this article), so I guess addressing the elephant in the room would now make sense.
I've posted this article on both our Fallout 4 section and our Skyrim section, as this information is also relevant to the Skyrim community now that Bethesda have openly announced their work on the Skyrim Remaster, which will include a new Creation Kit and mods on Bethesda.net for Skyrim.
So, what’s going on?
Back towards the end of April Bethesda released the Creation Kit for PC players. This is basically the tool that modders use to create the more advanced mods that originally weren’t possible (or were considerably harder to do) before the Creation Kit’s release. However, coupled with the Creation Kit came Bethesda.net, Bethesda’s official mod hosting platform. Let's not beat around the bush on this one, it’s not great. So much so, and my own hubris notwithstanding, I’d say that if this wasn’t the official mod resource from Bethesda themselves and tied directly into the Creation Kit for easy publishing then practically nobody would be using it. You know the situation is bad when the usual Bethesda sycophants within the community are even admitting it’s pretty damn bad.
There’s obvious noticeable reasons why it’s really not good, and a lot of this stems from Bethesda’s focus on the console modding side of things. While Bethesda.net has a PC mods section, it’s not as popular as their XBox One mod section. Indeed, it’s certainly designed around their built-in (yet still quite user unfriendly) mod browsing system from within Fallout 4 itself. Something PC players are less likely to want to use because it’s far less powerful or usable than a website interface.
This isn’t a major issue, however. If Bethesda’s offering is pants and PC players don’t want or need to use it, then it’s no harm no foul and we can all continue on without any serious concern because, at the end of the day, it wasn’t made for us in mind anyway. However, the real issues stem from Bethesda’s flagrant disregard for the existing community and their naivety, arrogance and/or ignorance of how the community has worked these past 14 years (since Morrowind). Which brings us to the main point of this article; the effect of console mods and Bethesda’s ignorance towards its existing modding community.
When the Creation Kit was first released at the end of April, it was simply used to create mods for PC that could be uploaded to Bethesda.net (or the Nexus) for PC players. Not a major cultural shift for the community as we’d grown accustomed to it after Bethesda officially endorsed the Skyrim Workshop on Steam. At the end of May, that changed, as the Creation Kit could now be used to upload mods for XBox One players who could download mods from Bethesda’s built-in Fallout 4 mod browser system...thing.
Stop. Time-out, Zack Morris style. I need to address this issue. If that upset you. If the very thought of mods on consoles upsets you. Stop reading. Infact, just leave the site. You’re very likely to be a douche and an endemic problem within the PC gaming community. There is nothing wrong with the concept of mods being available on consoles.
There is a major problem if mods on consoles seriously affects the PC modding side of things, or is detrimental in any way to PC mods or indeed how PC modding has worked within the community these past 14 years.
You need to separate your thinking between “mods on consoles are bad for whatever reason”, which is stupid, and “mods on console are bad due to how it’s affecting the PC modding community”, which can be justified. If you argue the former, then you, sir, are a douche. If you argue the latter, cohesively and without any reference to PC superiority, you’re doing it right.
If your issue is with mods being on consoles at all out of some bigoted view of PCs being better than consoles, then piss off. Seriously, just go. There’s no place for you in this community. We all know that PCs are more powerful and more customisable than their console equivalents. However, there is no reason consoles should not be allowed to have mods, provided the PC modding community is appropriately protected and not dumbed down or negatively affected in any way. If you disagree then you’re a part of some daft quasi-militant side of the “PC Master Race” (see: teenie bopper) shite and need to grow the hell up.
A lot of the chatter amongst the community these past few weeks has been about this concept. That consoles shouldn’t be allowed to have mods. It’s utterly stupid, and it’s seriously sidetracked the actual major issues and problems that have occurred. It’s frustrating to see people trying to argue the actual main points getting sidetracked by idiots who want to argue about their PC Master Race superiority. If you’re the aforementioned douche, then you’re wrong, and you should leave.
End time-out, resume play.
Naturally, console players on the XBox One were chomping at the bit to try out mods for their game. For years they’ve been reading about all the amazing mods available for games like Skyrim and Fallout 3 but have been unable to use mods themselves. Finally, they’d be able to get their hands on mods too.
However, in order for the mods to be available on consoles, PC mod authors would need to upload their mods, as a separate entry, to Bethesda.net’s system. While mods are available on consoles, they can’t actually be made by console users on their consoles after all.
As the flood-gates opened, it became increasingly obvious that users could just come to the Nexus or indeed the PC section of Bethesda.net, download another author’s mod, open up the Creation Kit and upload the file to the XBox One section, with or without that author’s permission.
Now mod theft is nothing new. We’ve been dealing with mod theft within the PC modding community for years now. It’s widespread and well documented. We’ve banned hundreds (it could even be thousands) of accounts here for doing it and Bethesda obviously know about it too, as they’ve had to deal with similar issues on their own forums and with the Skyrim Workshop on Steam.
Here’s where things get pants on head stupid. It became clear, early on, that Bethesda had not planned for the eventuality of mods being stolen. They had no clear moderation system in place. No way of quickly dealing with the issue or indeed any sort of decent reporting system so that users could report stolen mods in detail to the (seemingly non-existent) moderation team.
Rumours spread that the only person who could action stolen content reports was Matt Grandstaff, the Bethesda Community Manager. With E3 on the horizon, it seemed like no one at Bethesda was manning the moderation system at all. As a result, mods that had been stolen and reported many, many times were not being actioned and were being left up for many days at a time.
This is soul crushing for mod authors. To see their hard work being taken, without their permission, often times by people actually openly goading, trolling and mocking the mod authors about the theft and that nothing was being done about it. Despite this activity only being done by a small handful of people (who are seemingly just children), it has created some deep rooted resentment towards the console modding community and Bethesda themselves.
Let's address the fact this is supposed to be the official mod hosting platform for Bethesda games. THE place where Bethesda want all mods to be hosted (within their rules). I...wh...my mind simply boggles at how you think it’s OK to release a modding platform without even a second thought as to how you’re going to actually moderate it. It’s fucking insulting to the community.
Back when the Skyrim Workshop was released, and later with the paid modding fiasco, I briefly brought this concept up with Matt Grandstaff and the Valve team. I told them that coding a website is easy. Anyone can do it. Just grab a book about HTML, PHP or Ruby and MySQL, learn how to code and you can do it. You’d be able to go from not knowing any programming languages to being able to make a site like the Nexus in about 6 months. Easily. Indeed, when TESSource went down back in 2007, I recoded the website from the ground up into TESNexus in 2 weeks, working from 9am to 12pm every night. It wasn’t hard. It was monotonous, sure, but it wasn’t hard.
What’s hard is spending the time to form an actual thriving community and trying to do right by that community so that they trust you enough to actually use your site. Doing right by that community requires countless hours responding to emails and messages, support tickets, moderation requests, generally conversing and actively engaging with your community and getting a feel for what the wants and needs of the community are and ultimately legislating if necessary so the community understands where you stand and what you expect of them. There’s seemingly none of that with Bethesda.net.
Naturally those words fell on deaf ears.
It’s not like Bethesda don’t have a precedent in regards to file moderation within their community. Ignoring the fact they were in charge of the Skyrim Workshop, where all these issues cropped up, there’s also this site called Nexus Mods. Lets face it, it’s pretty damn big, it’s gone through these issues a myriad of times already, right? Even if, for some reason, you want to ignore the staff who run and work on the site (news posts like this probably don’t help, let's face it!), there’s lots of users on the Nexus who are also Bethesda community regulars that could have been called upon for advice.
A simple quick email to me asking how bad moderation is for the community and what it takes, or indeed, a quick look at our warning and ban forum where we specifically document what people are warned and banned for every day would have revealed the extent to which moderation occurs and is necessary to keep a (relatively) happy and functioning community of this size going. And that’s just the surface stuff, and doesn’t include all the behind the scenes peacekeeping work we have to do between users. It’s not easy. It’s not quick. You can’t do it with one person (who I assume works extremely hard doing other things within Bethesda already). You can’t even do it with four people. You can’t do it as a 9-5, Monday-Friday job. It has to be as close to a 24/7/365 system as possible because trolls know no borders, and trolls know no time zone. If you run a global site with a global audience for your customers all over the globe, then your site should similarly be moderated across time zones and work hours to reflect your global reach.
Now look, I’m not saying that Bethesda need to moderate like us. They don’t need the same strict warning and ban system and they don’t need to widely document it like we do. However, there are some core tenets of this community, tenets that have been established for well over a decade, that were being flagrantly ignored by users on Bethesda.net and ultimately going completely unpunished for far too long by Bethesda. Tenets like “don’t steal mods”. It seems obvious really, but for some reason Bethesda made no plans to deal with such an obvious problem, neither in the way they created their site without a good reporting system or in the way they seemingly didn’t set up a stable and working moderation team and system before launching the site.
How long is too long for a stolen mod to be actioned? That does depend on how obvious the theft is. If the user who has stolen the mod has obviously stolen the mod (usually made obvious by the fact they fucking admit to stealing the mod and not giving a damn in the file description or comments...yes, that’s been happening a lot…) then it should take less than a day. In cases where theft isn’t immediately obvious, where two authors provide different stories about the permissions around assets used within a mod it can certainly take a lot longer. But that’s not what’s been happening with console mods. Most of the theft has been downright obvious and for reports to take 4-9 days to action is bad. Really really bad.
During this time, the mod thieves were getting emboldened by Bethesda’s lack of action and continued to upload more stolen mods to the Bethesda.net file database. To add insult to injury, at a time when mod authors were getting understandably upset and irate with how they were being treated, GStaff released an official announcement, which largely read like a lawyer had written it, telling people to file DMCA takedown requests if they want their stolen work removed. This enraged some mod authors further. At a time when mod authors were looking for Bethesda to do right by them and detail exactly what Bethesda planned to do to combat the problem, all Bethesda could come up with was a convoluted, user-unfriendly process for having their files removed. I stepped in to try and get some clarification from Bethesda, because up until now the message was kind of being lost amongst the swirling rage being thrown at Bethesda at the time.
Now, the DMCA system in general on the internet does work, and it’s a legal system in the USA at that. However, the hope is that when you’re running the official mod hosting platform for a series of games, that your moderation system is more advanced than “send an email to this address”. Heck, even a template/form system built in to the Bethesda.net site for the DMCA process would have been helpful.
I chuckle slightly while writing this, but there was a brilliant example of this entire spectacle that highlights the difference between the Nexus moderation and Bethesda’s moderation on this issue.
Before the Fallout 4 Far Harbor DLC was released, it was leaked via a closed beta tester to torrent sites a full week before the official launch. A user on the Nexus uploaded it to Nexus Mods a few days later. The Nexus moderation team removed the stolen file within 2 hours and 20 minutes, despite it being uploaded on a Sunday morning at 3.16AM GMT (or 10.16PM EST on Saturday night). At 1.56PM on Sunday afternoon, I received a rare email from Matt Grandstaff asking me to remove the file if I hadn’t already. The file had already been removed and the user who uploaded it banned a good 8 hours before hand. We didn't wait for a DMCA to remove it. We removed it because hundreds of our users had reported it via our easy to use yet powerful reporting system, because we have a moderation team that's awake and doing good work at 3AM in the morning in the Nexus's local timezone, and because, obviously, it was the right thing to do.
And therein lies the issue. Bethesda notice their own content being stolen almost instantly (even at weekends) and will go to great steps to protect their work, but when it comes to creating a proper system to protect their own user’s interests, or indeed on actioning stolen content reports, they go missing for days or even weeks at a time. Seems a little...wrong, right?
I expect Matt emailed me out of courtesy, rather than letting Zenimax/Bethesda go straight for the DMCA route which is largely harsh and full of alienating legalese, but the point remains. Mod authors shouldn’t need to use a legal system to have their work removed, there should be a built in moderation system to handle all this stuff in-house. And it should have been created before they released Bethesda.net to the public.
And I think that’s quite telling. Nexus Mods is a site that grew from within the Bethesda community. It’s run on a shoestring budget by someone (ahem, me) running several different businesses and projects and largely moderated by volunteers who aren’t paid a dime (our community manager, SirSalami, is paid however, as it’s a full-time job). At the moment we have 9 active moderators plus SirSalami, making 10. If we can do it, Bethesda sure as hell can.
I expect the inherent problem was that the release of the Creation Kit was delayed specifically so they could finish their work on Bethesda.net. From the looks of the site and how barebones it is, I expect that the site wasn’t the cause of the delay, but rather, the integration of the mod browser into the game itself coupled with the integration with the XBox and Playstation platforms is what caused the delay to the CK. Since the game came out in November and player numbers were beginning to fall off, I assume they realised that they couldn’t wait any longer to release the CK and get their modding platform out with E3 around the corner.
Indeed, everything about the Bethesda.net launch has stunk of “release now, fix later”.
Now, my tone and the way I talk of them might suggest to you that I dislike Bethesda. I wouldn’t say I dislike Bethesda. I think they make great games and we obviously wouldn’t all be here if it wasn’t for the fact they made them with modding in mind. And we shouldn’t lose sight of that fact. But unfortunately, because Bethesda have not been particularly active within their modding community these past 14 years, in fact, they’ve been very hands off, this is all very...odd.
Bethesda are like a father who left you at birth with all the tools you need to survive. They weren’t there for you, they haven’t looked after you or protected you when you needed it, but they did leave you to fend for yourself with some pretty good tools. Sure, without them you wouldn’t have ever existed and the tools they provided were invaluable in staying alive, but ultimately it was you, the person with the tools that made you the person you are today.
And now, after 14 years of looking after yourself, and doing extremely well, your father has suddenly come back. You’re left with a lot of questions; why did they leave in the first place? Why are they back now? What are their motives? Are they only here because I’ve become popular and successful? Do they actually care about me or do they only care about their own interests?
And, ultimately, this is the real crux of the issue. The father figure is back after 14 years of absence and people are naturally skeptical about whether Bethesda have their best intentions at heart, or just their own. Yes, Bethesda have done really well to release their games with good modding tools. No, they haven’t been involved in the community or really looked after it at all.
Because this issue has been going on for a few weeks now it’s been debated to death both within the Nexus community and on the Bethesda forums (as well as being covered in the press extensively). From this debate there have been a lot of recurring questions and statements that I feel need to be cleared up or argued against. So I’m going to do a little Q&A style thing now where I list the commonly said things and my responses to them.
“Hey, it’s early days and this is their first site, go easy on them”
This would make sense if Bethesda were creating a community site for their first majorly modded game, Morrowind, 14 years ago. Back then, the modding community was an unknown and they’d have been justified in making glaring mistakes and then learning from them, like most sites did at the time. However, it’s not a site for Morrowind 14 years ago, it’s a site for Fallout 4, now. There’s already 14 years of precedents set within their very own community from which they themselves could have learnt from but have seemingly chosen not to. There’s no excuse for it.
“Bethesda are a big company, you need to give them time to respond to these issues”
If the inner workings of your company are so horrifically bureaucratic that you can’t respond to legitimate, major complaints in your very own community (for which you have a dedicated Community Manager) within two weeks then something is seriously wrong. Irrespective, the bureaucracy that makes them slow is not our fault. That is their fault. My idea of “giving people enough time” on something as serious as mod theft is a few days, not 2 weeks.
Anyone can steal a mod and upload it to a torrent site or a Russian site and it’ll never be taken down. What’s the big deal?
The “big deal” is that Bethesda is being touted as the official mod hosting platform for Bethesda’s games. It’s going to be a highly trafficked site, unlike a torrent site or a Russian modding site rife with stolen content, which is not going to be particularly active for modding. Do you really want to hold Bethesda to the same standards as The Pirate Bay or a Russian site rife with piracy, or do you expect more from the people you pay your money towards?
Bethesda own the rights to mods so it’s not actually stealing if you upload it to their site
First of all, you and I are NOT BETHESDA. As such, saying “Bethesda own the mod so I can do with it what I want” is like saying “My mate has made a piece of software, therefore I can upload it to another site”. It makes NO SENSE. Bethesda having a right to something doesn’t mean you can do whatever you want with it.
Secondly, Bethesda don’t own mods made with the Creation Kit. By using the Creation Kit to create a mod, you grant Bethesda a license to pretty much do anything with your work, but that doesn’t mean they own it. Indeed, the license agreement specifically states “Ownership. As between You and ZeniMax, You are the owner of Your Game Mods and all intellectual property rights therein, subject to the licenses You grant to ZeniMax in this Agreement.”. It doesn’t get any clearer than that. Mod authors own their mods, but Zenimax are granted licenses within the agreement to do a number of things with it. Once again, Zenimax are granted licenses, NOT YOU.
Lastly, the Creation Kit license agreement only covers content made within the Creation Kit itself. It would not include things made with software outside of the Creation Kit including, but not limited to, models, textures, animations, sound effects and so on and so forth. Zenimax/Bethesda are not granted licenses to that content unless authors specifically upload said content to Bethesda.net.
What we take from this is that mods are owned by mod authors, irrespective of what they contain. And as a result, the work is automatically copyrighted (as is all unique work you create) and authors can protect their work like anyone else on the internet who has made unique work themselves.
Why should mod authors care about others taking their work? Surely they release mods so that as many people as possible can enjoy them?
Let’s start off with the most important and most valid response to this statement: Mod authors can do whatever the fuck they want with their own mods (within the licenses mentioned above), and that’s their prerogative, not yours. They do not need to justify why they will or will not upload their mods to another service or port them for use on consoles.
Saying “I believe active mod authors should want their mods being spread uncontrollably around the internet, therefore it’s OK to share their work on other sites against their express wishes” is stupid, wrong, and unjustifiable. Just because mod authors motives or reasons for not wanting their work shared doesn’t align with yours doesn’t mean it’s OK for you to share their work against their permission.
But since people tend to want a bit more reasoning than “because I don’t want to and because I can do whatever I want and you have no right to tell me what to do” even though that’s the best reason of the lot, I’ll list a few of the common and reasonable reasons for not wanting to share their work either on other sites, or specifically for console users.
- The mod author is aware the mod will not work on consoles or could even potentially harm a console, therefore will not port the mod to consoles.
- The mod author was actively working on porting their mod to consoles, but it actually required some work to do as they needed to make changes to their mod to accommodate the limits on mods and ensure it was as efficient as possible for console users.
- The author prides themselves on being able to tell their users it’s been optimised as much as possible, but sadly doesn’t own a console and doesn’t want to buy a console to ensure that same quality is also evident on consoles.
- In the same vein, it’s hard to fix bugs specific to console mods if you don’t actually own the console and can’t test it yourself. The author doesn’t want to release a mod they can’t actively support.
- The mod wouldn’t actually be allowed on Bethesda.net due to the content of the mod conflicting with their mod uploading rules.
- The author doesn’t want to manage their mods in multiple locations on multiple sites and prefers to keep everything in one place, on one site.
- The author has made use of other user’s assets, with legal permission to do so, and therefore cannot grant others the right to share that work without first getting permission from the original creator of the work that may or may not be possible.
- The author doesn’t like Bethesda.net/Nexus Mods/whatever site we’re talking about so refuses to use it.
- Mod authors make mods for themselves first, and you second. If the second part, you, becomes too much of a problem for them, they’ll simply not want to share them with you at all.
That list is by no means exhaustive, and there’s lots of other justifiable reasons for not wanting to share their mods on other sites. At the end of the day, we, the mod users, have absolutely no rights whatsoever in demanding mod authors do or do not do something with their mods. Nor do we have any right to take a mod and upload it somewhere else, just because other people want it.
And finally, let's not forget the other elephant in the room; paid modding.
Lets face it, it’s highly likely this ugly subject is going to be cropping up again in the not too distant future.
A lot of the mod authors are going to have an eye to the future in the knowledge that paid modding is going to be coming back. It’s practically inevitable. As a result, they’re going to want to maintain a tighter control over their mods and ensure their mods aren’t being maintained on Bethesda.net by anyone other than themselves.
Can the Nexus do anything to stop mod thieves?
There’s not much we can do to prevent the stealing of mods on our end. What we can do is raise awareness of the issue and provide mod authors with some tools that can help them to express their wishes in regards to how they want their mods to be shared. The hope is this will help any future moderation team at Bethesda to more quickly and easily establish whether a mod has been used without permission or not.
We already have an extensive permissions system for mods, but today we’ve released an addition to that system for console modding. You can now choose from a set of options in our Fallout 4 section to express your wishes. These are:
- I have uploaded my mods to Bethesda.net and they are available for console users.
- I have not uploaded my mods to Bethesda.net for console users yet, but I will at some point.
- My mods will not be available on Bethesda.net for console users.
- My mods won’t work on consoles or would not be acceptable on Bethesda.net according to their rules.
- I give my permission for someone else to port my mods to console and for it to be uploaded to Bethesda.net by someone else. Please credit me, however.
If you select the top option saying you’ve uploaded your mod to Bethesda.net then you’ll be provided with two text fields where you can provide a link to those mod pages on Bethesda.net. These will create mirrors on your file pages from which users can see and navigate to your mods on Bethesda.net and also tag the files with the “XBone version available” and “PS4 version available” tags.
Coincidentally, such a system can be used by console users to browse the Nexus for their favourite Nexus Mods and see if they’re also available on Bethesda.net using our tag searching system.
And so ends the Q&A for now.
Ultimately, I think the thing that disappoints me the most is that Bethesda’s influence within the community after largely staying out of it these past 14 years has had such a polarising effect. It should not be the case that the official developer of the games you’re modding has such a negative effect right from the start with their new modding endeavour.
I’m certain that they’ll finally get around to plugging the holes in their system and making some of the stuff they’ve done wrong, right. But the very fact this has been such a major issue these past few weeks speaks volumes.
5,100 words. I’m done.
Back in the middle of 2015, FileFront.com quietly shut the doors to its various gaming hub sites (which were much like Nexus sites for game mods back in their hayday in the early to mid 2000s). Over the past few years File Front was extremely out-dated, slow or outright broken in many areas, lacking some TLC that it needed despite still having an active contingent of core users who still frequented their forums.
While File Front hadn’t really been updated properly in years with most games supported being released before 2010, it contained tens of thousands of files for lots of great (but now) old school games. While File Front had closed, GameFront.com, their parent site continued to operate. The Game Front site contained all the files previously located on their File Front properties, plus many many more. Unfortunately, the Game Front site was in even worse shape than the File Front sites were, making it an extremely poor archive of the File Front sites and absolutely horrible to navigate. Game Front file pages lacked any file images, poorly parsed file descriptions and no details about the author of the file.
Finally, Game Front announced they would be shutting their doors at the end of April, thus condemning hundreds of thousands of files to the void of the internet and all but removing any traces of tens of thousands of very old mods for some classic games from the internet forever. As a result of this announcement many people, sites and communities have been scrambling to save as many files as possible from the soon to be defunct Game Front community. Indeed, the best example I’ve found is at Gamefront.online, which seems to be an exact copy of the Game Front site before it went down, complete with downloadable files.
When we first heard about Game Front shutting its doors we knew that the files would be in safe hands inbetween an Archive.org team who were working on a full archive of Game Front, and members of the original Game Front community who were working on archiving the forums. However, the File Front sites, including their files, file images and category structure, were not going to see the light of day again in any reasonably usable format.
As a result, we’ve been working to save as many files from the File Front sites as possible and finding the best method to port them into our Nexus system. As File Front sites were largely like Nexus sites are now in terms of structure, we felt that focusing on the File Front files side of things would be in everyone’s best interest. The focus wasn’t just on not losing the files, but on saving the category structure, screenshots, file descriptions and author information that is actually what made the original File Front sites usable and easier to navigate for the games they supported.
With help over IRC from some of the archive team working on the Archive.org backup of Game Front and the help of certain original staffers from File Front and Game Front respectively we think we’ve managed to do that.
We’re currently working on importing our finished archive work from Game Front into our Nexus infrastructure, and some of the games and files are already available on the Nexus network for you to browse right now including the archived files for the original Star Wars: Battlefront, Supreme Commander and Unreal Tournament 3, among other games.
We don’t expect these sites to be popular or demanding on our servers, but I couldn’t sit and idly watch tens of thousands of mods for games I grew up with be lost to the internet forever. Games like Soldier of Fortune, Battlefield 1942, Unreal Tournament 2004, Return to Castle Wolfenstein and Warhammer 40,000: Dawn of War that are long since past their prime, but are games I grew up playing and downloading mods from File Front for back in the day. I am extremely pleased to be able to archive these mods on the Nexus to keep them safe for the foreseeable the future.
Our archiving work continues, and will likely continue throughout the weekend and into next week at the current pace. If you have any problems or issues you’d like to report with the archive work please email us at firstname.lastname@example.org or use the usual reporting methods on the site if you’re a Nexus member.
While I wouldn’t normally divulge such information publically in a news post due to the “unsexy” nature of talking about advertising, and because most of it happens behind the scenes anyway, I thought I would be remiss if I didn’t update people on this topic.
A little under two months ago we announced and released our new ad reporting functionality. The idea was to provide a very easy method to report bad ads that might come up on the site. Most importantly, for us, it was a way of gauging just how bad a problem bad ads were on our provider. Bad ads being defined as ads with auto playing sound, redirects, pop-ups or, worst of all, malware or viruses. I had an inkling, but I had no official figures to back it up.
Over 8,500 reports later on 115 specific ad placements (in under 2 months)...I have a very, very good idea. I was abso-bloody-lutely livid when the extent of the problem was revealed and sent regular emails expressing my disgust to my provider. Here’s just a snippet:QUOTEWe're a part of the problem! We're the reason more and more people are turning to adblockers to secure themselves against this crap. And I think what annoys me most is it's taken me having to waste my coder's time creating an ad reporting system...to even know there was a problem in the first place! It's diabolically bad, and I'm ashamed I'm serving these ads to my users and ashamed I've let it go on for so long.
While I won’t go into the internal politics that happened behind the scenes that involved me exerting pressure to try and improve the situation, I’m writing this news post today to let people know that as of this Saturday, we will be moving to a new provider. It is my hope that moving to this new provider should provide higher quality, more targeted advertising that is far more reliable and safe for users of the Nexus.
We’ll rework our reporting system to work with the new provider’s system and I will continue to monitor the situation closely. If it doesn’t work out, we will move again (and again, and again, if necessary) until we find a provider we can truly rely on. Even if it means taking a hit on our ad revenue to ensure the security is correct.
I wanted you to know that this stuff is important to me and I take it extremely seriously. We work hard to secure our site as much as we possibly can, and it frustrates us that our work is undermined by external attack vectors outside of our direct control that we rely on in order to survive.
So, from this Saturday, it is my utmost hope that the advertising situation improves considerably. I will update you accordingly, especially in regards to the new “tiered membership” incentivised system I mentioned in the earlier news post linked at the beginning of this article.
Once we’ve gauged the reliability of the new ad provider we’ll be in a position to launch that system and provide some benefits to those of our users who help to support the Nexus by turning their ad blockers off (or not using adblockers at all) on the Nexus.
As you are all probably aware we have had an issue for many, many months now with our file uploader not being able to process large file uploads (typically files above 300MB in size). During this time we’ve been working with mod authors to manually upload large files to our database for them. Obviously this isn't ideal for either you or for us, so we've also been working diligently behind the scenes to get a new uploader coded for the sites. We've finished work on this new uploader and it’s now live and available to be used on the sites.
This new uploader brings with it a number of new benefits over the old system, on top of providing support for large file uploads again (we've tested with files up to 3GB in size, so far):
- All users will now be shown a progress meter, showing how much of the file has currently been uploaded
- Uploads can now be paused and resumed
- If you close the page by mistake or you are disconnected for whatever reason, you can now reopen the page and begin the upload exactly where you left it (24 hour time limit on uploads, however!)
- Your file will not have a working download link until the file has actually propagated across our Content Delivery Network. It can take up to an hour for this to happen. This will stop people complaining about your file being corrupt or only partially downloading before it breaks when they try to download your file too soon after you’ve uploaded it
You no longer need to email or direct message me with your files. Just upload them onto the site as you normally would via your file page admin areas.
Just a quick heads up that we're currently testing out the implementation of SSL security across the Nexus site (not the forums, yet).
The switch has been flicked and you should be seeing a nice padlock in your URL bar while browsing the site. Some pages aren't showing a green padlock yet due to links to the non-SSL side of the forums.
While initial testing has been positive, we'd appreciate it if you could let us know if you notice any errors, issues or anomalies browsing the site today as we cannot extensively test every single last nook and cranny of these sites as effectively as a few hundred thousand of you folks today!
Thanks for your time.
We’re currently in the process of adding new features into Nexus Mod Manager, Robin covered it briefly in a previous news post, so I’ll try and expand a little more.
What we are aiming for with NMM is a piece of software that will make the installation, management and visibility of mods incredibly easy and open. You see a mod you like on our site, you click ‘Download with NMM’ and have it seamlessly downloaded, unpacked and placed in the right location with minimal fuss. Don’t like the file, then click to uninstall and NMM will go through and ensure that all remnants of that file are removed and your game functions exactly as it did previously. We’ve not really scratched the surface of advanced modding techniques yet, but we’ll get there once we’ve sussed out the simple stuff!
The thing is, with a bare-bones team behind the scenes here at the Nexus, testing and bug finding is a very long and tedious process, and we often miss things that an extended team might pick up on. So we are looking to find some current users of the NMM to join Robin, myself and the team in testing the future builds and helping us develop a concise and user-friendly bit of software.
You will be added to a closed focus group that will be dedicated to the NMM platform and be able to try out new test builds before we publish the new version to the masses. It’ll be your job to try and break the test builds and inform us of the problem so we can fix it.
If you fancy joining in then either drop me a PM through the site or an email email@example.com and I will send you an invite through a piece of software called‘Slack’ We have once again had such a huge response that this group is now full... Thank you so much to everyone that has volunteered!
Here we will have a number of channels where you can discuss bugs you find for a particular build, ideas you have for improving the software or even just to chat about the weather. Within the group you will have direct access to Robin, Tom, Dave and Myself along with the NMM developers and with all of us working together we’ll move the NMM platform onwards and upwards.
Our current tests involve the new ‘Profile backup and sharing’ functionality. Here a user can save their mod profile and have it backed up on the Nexus Mods site. This profile can either be kept as a personal backup, available only to yourself, or it can be shared with other users, allowing them to download any mods they’re missing from your profile and have it setup exactly how you have it (including scripted installer options, installation order and load order). The result being they can play their game with the exact same mods and options as yourself.
In addition, we'd like to invite those of you interested in directly helping us with the development of NMM to the new repo we've opened on Github. Though NMM has always been open-source, we're hoping that the well-known Github interface and functionality will inspire even more collaboration. We're always on the lookout for new and better ways of doing things as well as expanding NMM's feature-set. So, if you're familiar with modding and software development, your contributions will undoubtedly go a long way in helping us offer a better modding experience for everyone.
Thanks to everyone for their assistance
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