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" presented data showing the effect paid user content has had on their games, their players, and their modders. We believe the best should be paid for their work and treated like the game developers they are."īethesda noted that only eight percent of Skyrim players have ever used a mod, and it wants that percentage to increase. "But we also believe our community wants to reward the very best creators, and that they deserve to be rewarded.
CAN YOU USE BETHESDA MODS AND NEXUS MODS MODS
"We believe most mods should be free," the Skyrim maker wrote.
CAN YOU USE BETHESDA MODS AND NEXUS MODS MOD
People said they would have been perfectly happy had the mod been free, but that it wasn't worth shelling out cash for. Many objected to the fundamental idea of paying for a mod, but the biggest complaint was that it was not worth the money. When the first paid mod popped up on Steam last year, a $7 Portal 2 mod called Aperture Tag, it was flooded with negative reviews.
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When it's free (and unauthorized), who cares? But when money enters in to the equation, players have higher standards. One of the caveats of playing with mods is you know that you might break your game by doing so. On the other hand, traditionally, paid downloadable content from a publisher has traditionally meant a higher standard of quality. This is how some gifted modders can push out bug fixes for games like Deadly Premonition in less than 24 hours after the game is released. QA isn't a bad thing, but it can hamstring the development of fixes if said fixes only work for most users, not all. Mods aren't subject to quality assurance standards from publishers or console makers. Mods can do things that traditional developers often are not able to. They expect me to shell out money for mods that were previously free, for a 4 year old game? Fuck that," said one commenter. In this case, Bethesda's 45 percent seemed excessive to players and modders.īut for some purists, the issue wasn't about percentages-it was about money entering the equation at all. The game's publisher determines how much it wants to skim off the top. But Valve's cut, just like on iOS, was indeed only 30 percent. Some contrasted this unfavorably to Apple's App Store, in which content creators receive a 70 percent share. In the case of Skyrim, 75 percent of the profit from a mod's sale was split between Valve and Bethesda, with only 25 percent making its way to the mod creator's pocket. Many think that the profit-sharing model is unfair to modders. Valve boss Gabe Newell even took to Reddit to address the controversy directly and "to make sure that if people are pissed off, they are at least pissed off for the right reasons." But I really hope I'm wrong.A petition calling for Valve to remove the pay-for-mods system quickly garnered more than 130,000 signatures. I fear that the same thing will happen with - especially with console support for mods. Including what I would say is the majority of the "really popular" ones. In my last playthrough of XCOM 2, about 75% of the mods I used were hosted solely on Steam. So they stopped bothering to post it to the Nexus as well. So for many mod authors, posting solely to Steam captured most of their intended audience. Steam is integrated with XCOM 2 such that you add a mod, automagically the mod appears in the list the next time the game starts.
CAN YOU USE BETHESDA MODS AND NEXUS MODS INSTALL
The fact that people like BeagleRush (who I briefly argued with on this very topic) and other XCOM 2 gurus saw no advantage to the Nexus - when using NMM would had made their lives so much easier - is also very telling.īut there was just a vastly bigger audience on Steam than on the Nexus, and no additional software was required to install mods if you were on Steam.
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NMM supported multiple profiles for XCOM 2, so one could have a different sets of mods for different saves (and of course allows the user to determine if and when to update mods). This is in spite of the fact that Steam automatically updates any mods updated on the client - and XCOM 2 was highly likely to make your save game unplayable if any of the mods used were changed or removed. When XCOM 2 was released, almost all mods for XCOM 2 were posted on both Nexus and Steam, but as time went on more and more of the mods were posted only on Steam. Mods were also hosted on Steam, but my recollection was that it was less so than on the Nexus.
Recall that Nexus was the hosting source for the Long War mod (and many others) for XCOM 1, so there was a well-established history for XCOM mods on the Nexus. I base this on modding for XCom 2, as now almost all the mods are, or were, being posted only to Steam rather than to the Nexus. I'm very worried for the Nexus, and I fear that eventually many (most) of the most popular mods will end up hosted solely on. The Nexus has a much better established history for Bethesda mods, but.