Skyrim Workshop Now Supports Paid Mods

Status
Not open for further replies.
Wait, $5 for a mod that just basically resizes ONE enemy in the entire game?

Oh god my sides!

Hey if steam can sell air control for however much that cost, it can sell one giant bear for 5$. Free market ahoy, enjoy filtering through a bunch of crappy first time loading up the editor projects to find the good ones. Quality control is a thing of the past, let them self regulate the self published content while we make money on percentages. The future of videogaming is sure looking bright right now.
 
2015-04-24_0745.png


I saw boogie2988's video of this matter and I say I agree with him on that if this was a policed and managed properly just maybe it could work out. Not every mod should be monetized however, and something kinda like green-light but kick-starter as in paying for it. which all the money is put in holding till the "amount of voters" reaches requirement and then the payment goes to the mod author. and the mod it accepted into the workshop. While in this process on going the players could pay the mod since they already forked the money over.

All money is already held by Valve for min. of 3 months and $100 earned.
 
If Valve really told people that they could use others mods if they were 'seperate and free' to leach money off of..

Holy shit.
 
It's not about the Septim, Septim, Septim
We don't need your Septim, Septim, Septim
We just wanna make the modders dance
Forget about the price tag
Ain't about the (uh) sw-sw-sweet rolls
Ain't about the (yeah) so-soul so-soul gems
Wanna make the modders dance,
Forget about the price tag.
 
Nexus isn't going anywhere right?

No. But a minority of modders have taken their old mods off the site. And there's much speculation about whether future Bethesda games will allow mod support from anywhere outside the Steam Workshop. I repeat, though: speculation.

Valve's laissez-faire approach barely works for Greenlight, but they need to take a more regulatory hand if this paid Steam Workshop content thing is going to work. The free market can't be trusted, as it can burn people along the way.
 
Nope and I checked a few of the popular mods and the authors have made notes that they intend to keep their mods free and open.

It seems like this won't really affect most of the popular mods (from what I have seen).
But for how long?

Also it is likely that the newer mods are just paid right from the get-go or have a paid version with more features and stripped free version.
 
No. But a minority of modders have taken their old mods off the site. And there's much speculation about whether future Bethesda games will allow mod support from anywhere outside the Steam Workshop. I repeat, though: speculation.

Valve's laissez-faire approach barely works for Greenlight, but they need to take a more regulatory hand if this paid Steam Workshop content thing is going to work. The free market can't be trusted, as it can burn people along the way.

If it supports workshop, it'll be made to support other mods thankfully. Even if it'll be considered a jailbreak type thing of sorts.
 
This is a terrible idea. Mods and their creators are great because they're made out of love for the game, money should never enter the equation; monetizing it ruins the whole thing. Are they trying to kill modding like every other horrible monetized mess in the industry?

All this crap does is put what is supposed to be a game's inherent feature behind a paywall and incentivize modders to start having a charged alternative for everything.
 
I want to believe that this will work out just fine, but I'm also worried that the modding scene is about to experience it's "Horse Armor" moment. It involves the Elder Scrolls too, go figure.
 
lol i host your file and offer a payment platform that's why i deserve 30% cut. You say you made the content? well, 25% for you.

also steam workshop sucks compared to nexus tool.

You didn't pay 75% for hosting the file, you pay 75% to have access to millions of steam users. Nothing is stopping the modders from selling the mods in their own website and get 100% of the sales. Spending 75% of the cost to advertising is pretty normal for softwares, I don't see what is the big deal.
 
But for how long?

Also it is likely that the newer mods are just paid right from the get-go or have a paid version with more features and stripped free version.

I think it depends on the modder but only time will tell. I have more faith in the modding community after seeing some of the authors notes on the Nexus site.
 
You didn't pay 75% for hosting the file, you pay 75% to have access to millions of steam users. Nothing is stopping the modders from selling the mods in their own website and get 100% of the sales.

Besides the publishers lawyers.
Also Steam sells more games because of Workshop maybe not doubling the sales but surely adding to it. Otherwise why would people buy an already free expansion of a decades old game like Age of Empires 2?
 
This is a terrible idea. Mods and their creators are great because they're made out of love for the game, money should never enter the equation; monetizing it ruins the whole thing.

This is where I stand. It feels like Valve and Publishers are trying to create a new revenue stream under the guise of good will.
 
Open letter from Chesko (Creator of Skyrim mod Frostfall) where he explains what his plans are :
https://www.evernote.com/shard/s53/...1b3ed9f70c62/c727dccbb3398aebb5946afac7faaaea

Give it a read it's interesting.

TL;DR : What was free will remain free, he will use the paid workshop in 'pay what you want' mode for new updates with a 90 days exclusivity, then update on the nexus for free.

Sounds like a reasonable solution.

This is one of the few mods I'd consider buying, so I'm glad to hear the dev's got such a reasonable approach. Frostfall's a great deal of fun.
 
I suspect Bethesda has been itching for a way to monetize Skyrim mods for several years. Mods are the reason why Skyrim PC is still doing well today, 3.5 years after launch.

Mixed feelings on this. Yes some people will abuse this (it's already happened, I hear). But I also think those who feel this will destroy the mod community are overreacting big time. The 24-hour refund window is nice, but I think paid mods need to be held to a much higher standard as far as stability, compatibility with other mods, etc are concerned. I would not pay for a mod unless it came from a modder with a proven quality track record or it received good word-of-mouth. I would like Valve to extend the full Steam Reviews system to workshop mods (instead of just the thumbs up/down rating system that they have now).

25% cut is lame. Assuming Valve gets their standard 30% cut, the revenue share should be 40% mod creator, 30% Valve and 30% Bethesda. Or at least 35% mod dude, 30% Valve and 35% Bethesda.
 
I feel the variety and quality both will go down when mod development will be backed by the intention to make a quick buck rather than genuine enthusiasm.

On a positive side, we might see more polish, perhaps more bug free mods now. On the negative, you might end up paying for every mod in a few years time, just like what happened to DLCs.

edit: That 25% cut is ridiculous and reeks of greed.
 
I don't get the outrage about this:

  • There are 2 separate categories on the Workshop for paid and free mods, if the modder wants he can put his work for free or get paid.
  • Modders can publish his work on other websites and on the Steam Worshops, no restrictions.
  • Before this, there was no official way to get paid for the mods, modders only hope were donations. If you asked to get paid be ready to the rain of C&D letters.
  • 25% seems pretty standard to what you could recieve in other media if base your "Mod" on someone else IP. As I read in othe site, try to write side stories based on Harry Potter and see how much you make.
 
This is a terrible idea. Mods and their creators are great because they're made out of love for the game, money should never enter the equation; monetizing it ruins the whole thing. .

This mindset is so awful. People deserve to ask for compensation for their work if they want it. You can decide whether or not it's worth your money.
 
Anyone expecting some sort of curation on the mods being sold need to re-evaluate how Valve has historically handled such things. You know, stuff like user-generated tags, user-generated reviews, user-made, curated, & greenlit games, user marketplaces, developer-controlled subforums... and so on. Yeah.
what if Chris Avellone and some other people suddenly make a campaign mod for Bethesda's Fallout 4

Future headline: Prominent Skyrim & Fallout modder group, Obsidian Enertainment, closes its doors following legal troubles by publisher ZeniMax.
 
I don't get the outrage about this:

  • There are 2 separate categories on the Workshop for paid and free mods, if the modder wants he can put his work for free or get paid.
  • Modders can publish his work on other websites and on the Steam Worshops, no restrictions.
  • Before this, there was no official way to get paid for the mods, modders only hope were donations. If you asked to get paid be ready to the rain of C&D letters.
  • 25% seems pretty standard to what you could recieve in other media if base your "Mod" on someone else IP. As I read in othe site, try to write side stories based on Harry Potter and see how much you make.

Your last point is a strawman comparison. Fan fictions are a lot different than mods. Bethesda actually makes money when people who make free mods such as better UI/bug fixes/features directly result in longevity and raised quality of the game. Fan fiction doesn't have that pull on the original IP.

edit: Donations can still be requested on mods, that other thread was wrong info.
 
I suspect Bethesda has been itching for a way to monetize Skyrim mods for several years. Mods are the reason why Skyrim PC is still doing well today, 3.5 years after launch.

Mixed feelings on this. Yes some people will abuse this (it's already happened, I hear). But I also think those who feel this will destroy the mod community are overreacting big time. The 24-hour refund window is nice, but I think paid mods need to be held to a much higher standard as far as stability, compatibility with other mods, etc are concerned. I would not pay for a mod unless it came from a modder with a proven quality track record or it received good word-of-mouth. I would like Valve to extend the full Steam Reviews system to workshop mods (instead of just the thumbs up/down rating system that they have now).

25% cut is lame. Assuming Valve gets their standard 30% cut, the revenue share should be 40% mod creator, 30% Valve and 30% Bethesda. Or at least 35% mod dude, 30% Valve and 35% Bethesda.

Bethesda loved the modding community because they kept making money on old copies of Skyrim for no work. But now they are monetizing on what already made them money, so in the end Bethesda is effectively killing what made them money in the first place for what they hope is more money.

How it used to be:
Fans Buy Skyrim on Steam for Mods = Longer lifetime sales of Skyrim = Money for Bethesda
Now it's People who already planned or own Skyrim bought Mods for Skyrim = Money for Bethesda

So the bigger question is, what is more profitable? Making money from sold mods, or making money for more sold digital copies of Skyrim? To me it's obviously the later, but who knows. This seems like it's the experimental area right now.
 
This mindset is so awful. People deserve to ask for compensation for their work if they want it. You can decide whether or not it's worth your money.

This mindset is the encompassing reality of all video game modding for over two decades. Modders choose to make content for the sake of improving the game. That sole motivation keeps things unblemished from the motivation of churning out garbage for a quick buck. You change that and people who previously made stuff purely for the sake of it suddenly decide to take down their offerings from places like Nexus and try and charge for it across the board. It sullies the whole point of the hobby and will slowly kill modding if it gains traction. And yes, I can decide it's not worth my money, but it doesn't change the pervasiveness horribleness of the situation. I don't buy DLC either, but it's still managed to ruin so many games and is still progressing to the point where we have microtransactions and locked on-disc/in-file content in full price games at launch.


This isn't work, it's a purely voluntary hobby and extension of a game with an accommodating built-in tool kit. Furthermore, mods aren't subject to the restrictions on actual work. Nobody mods to make a living of any kind, but that means that licensing for mods would be a complete nightmare if you introduce a mandatory financial aspect. You've got people potentially selling mods based on other people's mods and mods have no obligations of quality or IP infringement avoidance. Throw some Assassin's Creed or Marvel-inspired items in a sold mod and charge for it and you have a situation where the modder is benefiting from another company's property. Then what happens? Legal action? Tight moderation of what types of mods are allowed to be sold, followed by modders being lured into the whole thing then limiting their mods purely for the sake of money?


The mindset that every little thing people choose to do within the framework of something else deserves money is poisonous. Money is poisonous, particularly so in the context of a hobby that historically thrives largely because it has nothing to do with money, but rather is purely about fun. Modding shouldn't be thought of as "work" or a money-maker. That mentality is completely counter-intuitive to the rise, popularity, and point of mods. If you enable it, people that don't even feel that way will naturally gravitate towards trying to get a slice of the pie.
 
Oh jeez the 25% cut is insulting. Bethesda and Steam already made their money on the game, the mod community is further making them money by attracting more people to the game. For most mods we should be talking about like pennies and dollars if they're going to even charge anything and I think most people would be fine with Steam and Bethesda taking something out of that, but taking the majority of it is insane and a slap in the face to people who work hard to free to make the game you created better for your customers.
 
[*]25% seems pretty standard to what you could recieve in other media if base your "Mod" on someone else IP. As I read in othe site, try to write side stories based on Harry Potter and see how much you make.
[/LIST]
You don't need to buy a Harry Potter book to read another book based on Harry Potter.
You need to buy Skyrim in order to use a mod based on Skyrim.
 
The cut, while insulting, is irrelevant to me because the key issue here is charging for mods. i like how Bethesda is involved in both the standardized monetization of developer dlc and now community made mods.
 
The cut, while insulting, is irrelevant to me because the key issue here is charging for mods. i like how Bethesda is involved in both the standardized monetization of developer dlc and now community made mods.

Gotta monetize everything, never enough money.

Can't wait for Bethesda to monetize patches, that's pretty much all we have left. (I guess they are allowing the monetization of unofficial patches which is pretty hilarious.)
 
Gotta monetize everything, never enough money.

Can't wait for Bethesda to monetize patches, that's pretty much all we have left. (I guess they are allowing the monetization of unofficial patches which is pretty hilarious.)

Lol, imagine they sell the Patch mods. All four unofficial patch mods in a bundle for $25, that's going to be so hilarious. They're literally going to get paid for not fixing bugs. Heck, in their next project they could make half a game (plus all the DLC/season pass shenanigans), and also sell mods on top of everything to "complete" the game.

These guys are geniuses and no one is surprised by that considering they started the entire horse armor thing.
 
If I was a mod creator, I would much rather offer my mods for free and ask for donations then comply to that 25% bullshit.
 
This mindset is the encompassing reality of all video game modding for over two decades. Modders choose to make content for the sake of improving the game. That sole motivation keeps things unblemished from the motivation of churning out garbage for a quick buck. You change that and people who previously made stuff purely for the sake of it suddenly decide to take down their offerings from places like Nexus and try and charge for it across the board. It sullies the whole point of the hobby and will slowly kill modding if it gains traction. And yes, I can decide it's not worth my money, but it doesn't change the pervasiveness horribleness of the situation. I don't buy DLC either, but it's still managed to ruin so many games and is still progressing to the point where we have microtransactions and locked on-disc/in-file content in full price games at launch.


This isn't work, it's a purely voluntary hobby and extension of a game with an accommodating built-in tool kit. Furthermore, mods aren't subject to the restrictions on actual work. Nobody mods to make a living of any kind, but that means that licensing for mods would be a complete nightmare if you introduce a mandatory financial aspect. You've got people potentially selling mods based on other people's mods and mods have no obligations of quality or IP infringement avoidance. Throw some Assassin's Creed or Marvel-inspired items in a sold mod and charge for it and you have a situation where the modder is benefiting from another company's property. Then what happens? Legal action? Tight moderation of what types of mods are allowed to be sold, followed by modders being lured into the whole thing then limiting their mods purely for the sake of money?


The mindset that every little thing people choose to do within the framework of something else deserves money is poisonous. Money is poisonous, particularly so in the context of a hobby that historically thrives largely because it has nothing to do with money, but rather is purely about fun. Modding shouldn't be thought of as "work" or a money-maker. That mentality is completely counter-intuitive to the rise, popularity, and point of mods. If you enable it, people that don't even feel that way will naturally gravitate towards trying to get a slice of the pie.

Well said, that is almost exactly my feelings about this as well.
 
Status
Not open for further replies.
Top Bottom