Forking someone's repo, making two meaningful code changes (updating the git submodules and adding a few more game versions to the compatible list), then slapping a modified license and a big ol' "COPYRIGHT MINE" on the project that would prohibit anyone else from doing the same thing to your repo is pretty fucked up. Under your own license terms, I don't even think that qualifies as "considerable and fundamental" changes to the code that would enable someone in your position to release "SFSE ASI Loader Updated Updated" on NexusMods in the first place.
I'm not against someone updating mods that have been abandoned (whether as a temporary measure until an author returns with an official update, or as a permanent replacement) if they have the ability to do so, but taking open-source code and twisting it into something that you now are the owner and final arbiter of is not the way to go about it. You were able to release this by taking open-source code and building it against an updated version of an open-source project, you should really embrace giving back to the open-source community that enabled you to do this by, at least, maintaining the same level of openness.
Ya, I'll admit that was pretty stupid and won't be happening again. The license has been updated to be the MIT License with only additional requirements to give credit and not directly package the loader DLLs with Mods. Instead, you must direct them to the loader's NexusMods page. The last line gives these updated rights to all previous versions of the license. Would you feel that's fair?
Yeah, actually, that’s much better. I appreciate the inclusion of the terms on the mod page as well, instead of just the mention to check it on GitHub.
IP is b.s. and yall know it, especially in a case like this; and any one whining on Nexus about this ridiculous hypocrisy of putting something up for the public and then freaking out when it is LEGALLY (yes legally get over it) altered shouldn't be allowed to use mods. And Nexus' TOS doesn't cover this and with good reason. I am so tired of these comments from white knights lol. What's really funny is watching fake lawyers mention licensing.
You are literally on a website that is dedicated to taking something that was sold to the public and giving said public a space to offer any modification for the game that the modder can dream up within technical limitations. Go show me the trademark and copyrights on the books for these things that idiots keep claiming can't be altered without "muh permishun". I'll wait. I want to see the court filings and results.
Any idea how safe using mods are, yet? The ASI Loader and Address Library core mods also got updated. Guessing balance mods are out, but other gameplay mods (that dont touch the update) should still work?
TLDR: Yes, Starfield's ASI plugins were originally designed to work with both the Gamepass and Steam versions by using the Ultimate ASI Loader. What this mod does is: SFSE won't natively load ASI plugins, so this mod effectively adds ASI plugin support to SFSE (which itself requires the steam version)
Long explanation:
Spoiler:
Show
Effectively, ASI plugins are just DLLs with a different extension. They are designed to work with the Universal ASI loader to inject the DLLs into the game without needing SFSE or other stuff (only a loader). As such, Starfield ASI plugins are/were designed to be capable of working with the Gamepass version (although has some difficulties relating to working with UWP, can be give and take, and methods to do this break frequently so most mod authors don't really support it).
Most steam mods (which are much more popular as a platform) use SFSE to load their DLLs. This mod allows you to still load SFSE and SFSE plugins, while also loading ASI plugins with logging support by using modified Universal ASI Loader code which integrates with SFSE.
So if I'm understanding this correctly: Players with Game Pass versions can use this mod to be able to load SFSE plugins despite them, and SFSE, not being adapted to Game Pass exe, but SFSE must still be installed (which is possible although Vortex will complain)?
No. This mod can be used to load ASI plugins into the Steam version of the game in conjunction with SFSE (SFSE doesn’t natively support ASI mods).
If you are looking to install mods into the Gamepass Version you’ll need to install ASI mods using the Ultimate ASI loader and a workaround. The workarounds to do that are to the best of my knowledge broken as of late and not what this mod provides.
This mod simply allows you to install the mods made in the ASI format (which were made to be originally compatible with the Gamepass version) into the Steam version of the game.
SFSE Mod -> Steam -> SFSE
ASI Mod -> Gamepass -> The Ultimate ASI Loader + A lot of work
ASI Mod -> Steam -> SFSE ASI Loader Updated (This Mod) + SFSE
Are you a new author picking up an abandoned project? As much as I appreciate your hard work, most of us learned to live without ASI Loader.
But if you keep this up, ASI mods will probably come back. There is a good perk on using ASI Loader since we only have to update 1 mod instead of all SFSE mods.
While it's within your right to make it closed source. You should probably fix the license on the description page to say that you did that. You don't have a MIT license anymore.
Ya, I just basically reversed that change. I do want to keep it open source and that was a pretty stupid idea. I'm overall pretty new to actually managing open source as most of my personal work is closed source and restricted as such. I plan on keeping this more in line with the original MIT license, just with a credit me component and people can't directly pre-package the DLLs with their mods.
Hey, will this ever be updated to work in the reverse allowing the use of SFSE mods for GamePass users? There are a lot of mods out there I can't use just because they are SFSE dependent and the SFSE mod author(s) have declared they will never support GamePass for reasons unknown to me.
The game exe is locked down. I moved from the Gamepass version to Steam. It was 30% off a few days ago. If you wait until the CK comes out, it could be cheaper.
Does that mean the CK would subvert the issue of the game's exe being locked down? Or do you mean it might just be worth waiting for a sale on steam around the time the CK comes out?
22 comments
SFSE plugins
Starfield\sfse_loader.exe
Starfield\sfse_1_12_30.dll
Starfield\Data\SFSE\plugins\SFSEASILoader.dll
DLLS3 FG plugins
Starfield\FSR2Streamline.asi
Starfield\streamline\*dll
Remove winmm.ini and winmm.dll
ReShade
Starfield\dxgi.dll
Starfield\reshade-shaders\
LOG files
C:\Users\Username\Documents\My Games\Starfield\SFSE\Logs\SFSEASILoader.log
[Credit TXHH]
- Ian
Forking someone's repo, making two meaningful code changes (updating the git submodules and adding a few more game versions to the compatible list), then slapping a modified license and a big ol' "COPYRIGHT MINE" on the project that would prohibit anyone else from doing the same thing to your repo is pretty fucked up. Under your own license terms, I don't even think that qualifies as "considerable and fundamental" changes to the code that would enable someone in your position to release "SFSE ASI Loader Updated Updated" on NexusMods in the first place.
I'm not against someone updating mods that have been abandoned (whether as a temporary measure until an author returns with an official update, or as a permanent replacement) if they have the ability to do so, but taking open-source code and twisting it into something that you now are the owner and final arbiter of is not the way to go about it. You were able to release this by taking open-source code and building it against an updated version of an open-source project, you should really embrace giving back to the open-source community that enabled you to do this by, at least, maintaining the same level of openness.
Thanks for making the changes.
You are literally on a website that is dedicated to taking something that was sold to the public and giving said public a space to offer any modification for the game that the modder can dream up within technical limitations. Go show me the trademark and copyrights on the books for these things that idiots keep claiming can't be altered without "muh permishun". I'll wait. I want to see the court filings and results.
"...An ASI plugin is similar to an SFSE plugin, however they are designed to work with the XBOX Gamepass version as well. "
Later:
"REQUIREMENTS
Steam version of the game.
Starfield Script Extender (SFSE)"
TLDR: Yes, Starfield's ASI plugins were originally designed to work with both the Gamepass and Steam versions by using the Ultimate ASI Loader. What this mod does is:
SFSE won't natively load ASI plugins, so this mod effectively adds ASI plugin support to SFSE (which itself requires the steam version)
Long explanation:
Most steam mods (which are much more popular as a platform) use SFSE to load their DLLs. This mod allows you to still load SFSE and SFSE plugins, while also loading ASI plugins with logging support by using modified Universal ASI Loader code which integrates with SFSE.
Hopefully, that clears it up.
- Ian
If you are looking to install mods into the Gamepass Version you’ll need to install ASI mods using the Ultimate ASI loader and a workaround. The workarounds to do that are to the best of my knowledge broken as of late and not what this mod provides.
This mod simply allows you to install the mods made in the ASI format (which were made to be originally compatible with the Gamepass version) into the Steam version of the game.
SFSE Mod -> Steam -> SFSE
ASI Mod -> Gamepass -> The Ultimate ASI Loader + A lot of work
ASI Mod -> Steam -> SFSE ASI Loader Updated (This Mod) + SFSE
But if you keep this up, ASI mods will probably come back. There is a good perk on using ASI Loader since we only have to update 1 mod instead of all SFSE mods.