Author notes
. Usage of assets rules
(The rules were updated on April 22, 2022, and are not retroactively applicable, being
effective only from this date forward in relation to present and future usage of my assets)
OBS- I unfortunately barely have time to respond to DMs, so
if you have any questions, contact me directly on my Discord
server. The link is available on all my pages and in my profile.
- Unless the general permissions specific to the page of the mod you are viewing indicate otherwise, you can use the models, textures, special effects, sounds and scripts, and general .esp settings contained in my mods, in your own mods, as long as you put a link on your mod page to my mod pages from where you are using assets. This will automatically create a link where users of your mod will be able to see the credits section on my mod page, crediting not only me but also other authors who may have worked on some of the assets you will be using;
- Out of respect for player immersion, which is my main modding philosophy along with the ideal of making all my assets open source within what is reasonable, without losing respect for the integrity of my own work, it is not allowed to drastically change the lore (official or created by me) of the assets you will be using. For example: this means that you are not allowed to create completely different lore for a creature I've published by altering its nature and origin, species name, animations, spiritual alignment, or drastically changing its attacks or sounds. This is not just a rule, but common sense advice for you, as users don't like to have mods in their gameplay that cause immersion conflicts with each other. Obviously you can give a unique name to a creature of mine, and a special and unique origin to it, but still respecting the origin and concept of the species. Again as an example: you are not allowed to release a mod that uses my Wampa but calling it Yeti, but you can use it in your mod as, for example, the Beast of Coldwind Catacombs, which would be the name that the people from that region gave to the beast, but it would still be a Wampa. This makes my mods and your mods compatible in immersion to the users of this site, increasing the number of downloads and interest in general;
- It is also not allowed, under any circumstances, the release of patches for mods of quests and locations, made by me, that exchange my creatures added to them for creatures created by other authors. They don't always use the same animations, so this can affect the actions planned for them in these mods, or make certain intended idles impossible, and even breaking dialogue and quests. Also, it would affect the consistency of the lore in the overall scenario of my mods;
- I give users permission to modify my files, including releasing bug fixes, or improving features that my files add to the game, and publishing it as a separate file. But if it's just an expansion over my own mod, please put my original mod as your requirement. This includes simple .esp fixes, retextures, "more spawn points", etc. The only situation where you don't need to publish the mod with this dependency is if my assets are just a minor part of your mod, not the main focus of it;
- As mentioned before, if your mod doesn't have my assets as its main focus, you don't need to put my mod as a requirement for yours. For example: a mod that adds a dungeon, with several of my creatures inside, doesn't need to have my mod as a requirement. You can add the assets directly to your folders, and you just need to credit me on the mod page;
- You are not allowed to sell mods that use my assets, nor are you allowed to make them only available behind a paywall on Patreon, but you are free to receive Donation Points for mods that use my assets;
- You are not allowed to upload my mods in other sites besides Nexus. My mods are and
will allways be Nexus exclusive and will never be found outside Nexus in a legal way;
- The only exception to this rule applies to the Bethesda.net website. I allow the publication of my mods on the Xbox console, however, because I don't own an Xbox, I am unable to port the mods or test them myself, and I don't have an official porter either. So I kindly ask porters to keep mods up to date, always leave a very clear statement that Mihail is not involved in the port and does not officially support the Xbox file, and that you are responsible for keeping the mod up to date and for the bug fixing of problems that may be caused by the port;
- My assets are, in theory, generally exclusive to Skyrim, please don't use them in other
games without asking me first. In general however I usually authorize the use in other games;
- Although my mods are exclusive to Nexus, my assets can be used in Skyrim mods hosted outside of Nexus such as
Loverslab, ModDB and others. Just publish a link to my mod page, or create the dependency on the original mod,
depending on what kind of creation you will be releasing;
- Ports of my mods released in Legendary Edition to Special Edition/Anniversary Edition made by other users are not allowed;
- Likewise, users are not allowed to release packs of my creatures on Nexus or Bethesda.net, a rule that also applies
to adding my creatures in mixed packs, which add creatures from various other authors together;
- I do not support translations of my mods, including those linked on my original mods pages, so please if you are translating my mods, first receive my deep gratitude, and second, please keep it updated, and third, always put the original mod as a requirement. And if you're looking to use a translation of one of my mods into your native language, first check if the version is up to date, and it's the same version as my original mod. Unfortunately Nexus does not allow authors to delete outdated translations linked to the original mod pages;
- My mods can be included in Collections, I am an absolute supporter of them.
I only ask that the curators take care to keep the lists up to date;