Skyrim Workshop Now Supports Paid Mods

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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.
Thing is some modders are already removing their mods from nexus so you can only BUY them.
 
Disgusting. At least it reads as the naked cash grab it is; one can only hope people won't be fallkng all over themselves to excuse Valve's greed.

Monetization works with content creation because it is at least moreso about creating items -- hats or what have you -- from scratch. But this shit? The strength of the modding community has always been the open sharing of knowledge and assets. Trying to monetize mods disincentivizes this. When I think of how many amazing mods exist only because others before them paved the way, or how many mods rely on assets of other mods...

I mean, jesus christ, who wants to pay for a mod that may not work with your other installed ones? Oop, only got 24 hours to figure out what the problem might be and fix it! Better hope you don't buy it during the week if you work.

And if the mod becomes abandoned while incomplete, or with large bugs left unfixed? There are many great mods who have had others step in and fix them up years later so they can continue to be used.

This whole thing is fucking despicable. Potentially ruinously disrupting the modding community while giving a tiny cut of the money and holding it for months and until it hits above a certain amount? Fucking gross.
 
Thing is some modders are already removing their mods from nexus so you can only BUY them.

In before pirating mods. The cluster fuck is real; this is turning into a mature animu plot.


Okay I am changing my stance on this whole thing after browsing Steamworks and reading the stupid prices of mods. This might potentially kill modding. Fuck Bethesda.
 
Thing is some modders are already removing their mods from nexus so you can only BUY them.

How dare they attempt to make money for their work. Who do they think they are?

Really do not see the issue here. As with anything else, vote with your wallet.

People are going batshit about this idea that suddenly all mods are going to cost money. That isn't true.

What Steam/Valve have done is given mod developers an avenue to charge if they want. And you know what? If you think your mod is worth my money, then Valve absolutely does deserve a cut of that money for hosting the content, and Bethesda absolutely does deserve a cut of it because your mod is not a derivative work and that's pretty clearly covered by existing copyright law. I do not understand why folks are up in arms here.
 
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context

Your context is a silly arbitrary line drawn up by you alone. It reeks of someone wholly unfamiliar with the development process. Where do you think shit like Rise of the Triads originates? "modding isn't work" and "this is for hobbyists" is tantamount to saying an unpaid internship isn't considered work. It's extremely ignorant.
 
How dare they attempt to make money for their work. Who do they think they are?

Really do not see the issue here. As with anything else, vote with your wallet.

People are going batshit about this idea that suddenly all mods are going to cost money. That isn't true.

What Steam/Valve have done is given mod developers an avenue to charge if they want. And you know what? If you think your mod is worth my money, then Valve absolutely does deserve a cut of that money for hosting the content, and Bethesda absolutely does deserve a cut of it because your mod is not a derivative work and that's pretty clearly covered by existing copyright law. I do not understand why folks are up in arms here.

Do you download/play mods for Skyrim?
 
Your context is a silly arbitrary line drawn up by you alone. It reeks of someone wholly unfamiliar with the development process. Where do you think shit like Rise of the Triads originates? "modding isn't work" and "this is for hobbyists" is tantamount to saying an unpaid internship isn't considered work. It's extremely ignorant.

Modding (just like an unpaid internship as you point out) is not something you should be expecting to be paid from. It may take effort and work to complete, but it does not mean you should expect financial compensation.
 
And if the mod becomes abandoned while incomplete, or woth latge bugs left unfixed? There are many great mods who have had others step in and fix them up years later so they can continue to be used.

Exactly. They don't even consider the long run. What about months later? If you're paying upwards of $5 to $20 or more for a mod, then the mod better fucking work properly and stay updated as the game itself, and the other required mods update as well. When money's involved something like this becomes a product, and a service. You're entitled to a good quality product that works when cash exchanges hands.

As soon as modders start selling their content they better be able to deal with criticism and start providing a long term service for their customers cash investment. If greenlight and early access has proved anything though, I have a feeling there's going to be a lot of quick cash grabs, non-refunds from valve for clearly broken products, and a bunch of hissy fits thrown by incompetent modders on the community workshop forums
 
this is a hobbyist scene.

Always ALWAYS has been

No, it hasn't. You can go back to the days of Ms. Pac-man to show that, no, modding has always been considered work. I can rattle off countless examples.

And the charge that "this is a hobbyist scene, thus it cannot change" is flat out stupid. Computing in general began as a hobbyist scene. I was a member of PC Users clubs in the early 90's. It's a billion dollar industry now. This always happens as technology matures. This is an accepted, anticipated part of the technological distribution curve. This is literally how industry forms.
 
I see a couple of modders releasing "donation editions" of their mods on the workshop, this is the right idea, most of the under review section of the paid skyrim mods area is just filled with jokes that people are making and bashing the system.
 
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Amazing
 
Your context is a silly arbitrary line drawn up by you alone. It reeks of someone wholly unfamiliar with the development process. Where do you think shit like Rise of the Triads originates? "modding isn't work" and "this is for hobbyists" is tantamount to saying an unpaid internship isn't considered work. It's extremely ignorant.

No, it isn't. Work's operational and contextual definition is tied to the goal of generating income. That's never been the point of general modding, ever (and is not for the vast majority of Skyrim mods). Some outliers eventually make it to the stage of their own independent, stand-alone games with all the obligations I mentioned attached. That is a completely different situation. The ignorance is in trying to apply that asinine analogy to what's actually going on here (again, detailed in the rest of my post you've omitted).

Tell me, do people do unpaid internships to get to a higher position or purely of their own volition because they enjoy doing it (as that vast majority of modders do)? Modding is for hobbyists with some scarce and exceptional success stories spinning off into something much greater. That doesn't make the underlying hobby that can lead there "work" in any colloquial context. Pure exertion is necessary in all actions, it alone does not constitute work as such.
 
Q. What happens if a mod I bought breaks?
A. Sometimes one mod may modify the same files as another mod, or a particular combination of mods may cause unexpected outcomes. If you find that mod has broken or is behaving unexpectedly, it is best to post politely on the Workshop item's page and let the mod author know the details of what you are seeing.

Ahahahaha...having flashbacks to some of the incredibly unstable mods.

Then saying "Don't worry, if it doesn't work we'll refund you!" while saying "If you 'abuse' the refund system your purchases will be restricted." Classy move, guys.
 
How dare they attempt to make money for their work. Who do they think they are?

Really do not see the issue here. As with anything else, vote with your wallet.

People are going batshit about this idea that suddenly all mods are going to cost money. That isn't true.

What Steam/Valve have done is given mod developers an avenue to charge if they want. And you know what? If you think your mod is worth my money, then Valve absolutely does deserve a cut of that money for hosting the content, and Bethesda absolutely does deserve a cut of it because your mod is not a derivative work and that's pretty clearly covered by existing copyright law. I do not understand why folks are up in arms here.

Here is the problem.

People will start stealing the assets from other people's mods and repackage them as their own. It just happened today.

I hope Valve has fun dealing with all that.
 
I'll just leave this here.
Commodity fetishism is the perception of the social relationships involved in production, not as relationships among people, but as economic relationships among the money and commodities exchanged in market trade. As such, commodity fetishism transforms the subjective, abstract aspects of economic value into objective, real things that people believe have intrinsic value.
 
This is super fucked all across the board for all parties involved. Valve doesn't have the customer support to protect consumers from the infinite numbers of potential abuses this opens up, nor protect creators from abusive customers who are going to be even more emboldened by the money being on the table.

Bethesda sure as hell isn't entitled to the majority of the cut - if anything they should get the least, as they (and by proxy Valve) benefit from mods giving people a reason to buy their crappy game (base Skyrim is a pox upon RPGs, don't get me started) and as we've seen with the abuse of platforms like Early Access and Greenlight, it's going to turn the storefront into a damn mess.

Here's a fun little Medium piece covering a lot of these issues.

Simply put, you have to be drunk or blind to think that this implementation is at all okay. When modding was considered a strict hobby, there wasn't an obligation to provide customer support or quality assurance - sure, you'd get some disgruntled complaints, but a lot of people are going to be in over their head and not ready to deal with the pressure.

A 24 hour grace period where Valve keeps the profits and puts the money back in your Steam wallet simply doesn't cut it, either. This entire implementation is fucked and Valve has their head all the way up their ass to think this will work out.

In summary,

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Also the nonsensical libertarian defenses of a supposed free market being repeated ad-nauseum in this thread have been hilarious to read, thanks for defending the practices of billion dollar corporations without question.
 
Making money from mods are outliers.. they are called outliers for a reason.

Outliers don't determine what something is.

They are not outliers, there are tons, and tons of examples of people modding specifically to make money. You guys simply are unaware. It is a common practice.
 
I always expected to make money modding, and I have. Your prattling sounds like terrible business advice.

How much money have you made modding if I may ask? I used to make mods for morrowind as a 15 year old, some of them ended up getting 5 digit download counts. I did not then, and I do not now (if I pick up the modders hammer again) expect money for my experimentation/work. I made those mods for myself and I shared them because I thought others would like what I had made. The mod scene wasn't exactly struggling prior to this despite the lack of earnings, so I imagine a lot of individuals were like minded. While it's currently still possible to mod for free I imagine this option will be trimmed in the future and all of the content modders create will be locked to either being for purchase or being for personal use. It's not hard to imagine the next elder scrolls or fallout creation kit creating encrypted files which can only be decrypted by the steam client upon install, which it will only do if it's served through a monetized workshop.

Could you also cite examples of mods created specifically for monetization purposes outside of the nonsense valve originated? I honestly can't think of many.
 
When you can actually address my points instead of vaguely disagreeing and generalizing minute exceptions, get back to me.

Your points are all stemming from an incorrect assumption. "Nobody mods for money, thus blah and blah and blah."

Your premise is false. All your points do not apply. Modding absolutely is work. The end goal of the vast majority of modders is to make a living.
 
They are not outliers, there are tons, and tons of examples of people modding specifically to make money. You guys simply are unaware. It is a common practice.

The last thirty(ish) years of pc modding disagrees with you. You know since most tools specifically prohibit making money and since almost all mods are free.
 
Ahahahaha...having flashbacks to some of the incredibly unstable mods.

Then saying "Don't worry, if it doesn't work we'll refund you!" while saying "If you 'abuse' the refund system your purchases will be restricted." Classy move, guys.

Yeah it's really quite pathetic
 
Exactly. They don't even consider the long run. What about months later? If you're paying upwards of $5 to $20 or more for a mod, then the mod better fucking work properly and stay updated as the game itself, and the other required mods update as well. When money's involved something like this becomes a product, and a service. You're entitled to a good quality product that works when cash exchanges hands.

As soon as modders start selling their content they better be able to deal with criticism and start providing a long term service for their customers cash investment. If greenlight and early access has proved anything though, I have a feeling there's going to be a lot of quick cash grabs, non-refunds from valve for clearly broken products, and a bunch of hissy fits thrown by incompetent modders on the community workshop forums

They're so shortsighted. Many poster here including myself have a ton of experience with Skyrim mods and have already pointed out several flaws.

A mod isn't a piece of official DLC, it can break (much like Bethesda's games themselves), it can fuck up your entire game forcing you to sometimes do an entire fresh re-install (I've done this many times with Skyrim). Let's see how much quality control there is in the Workshop
there won't be any if you read the FAQ
. Modders don't even need to help you if your game fucks up, and the issue is so many things can go wrong that sometimes the mod creators themselves won't be able to identify the exact problem.
 
Here is the problem.

People will start stealing the assets from other people's mods and repackage them as their own. It just happened today.

I hope Valve has fun dealing with all that.

Oh. It's going to be a cluster. Don't mistake my words.

I just don't see the issue with Valve giving mod creators an option to monetize their work. It is my sincere hope that the good ones won't do it, but if they choose to then that's on them. I won't be paying for anything, that's for sure.
 
The last what thirty years of pc modding disagrees with you. You know since most tools specifically prohibit making money and since almost all mods are free.

Actually, most of PC history agrees with me. Where do you think expansion packs originate from? Rise of the Triads? Stuff like Katakis?
 
So what's the difference between a paid mod and a DLC exactly?

This practice will get real ugly, real fast. People will make stupid broken mods and hope to get some money out of it.
 
i would have never dreamed of charging for any Doom wads, FRUA modules, or Starcraft maps i made.

That's on you, then. TeamTNT dreamed way bigger and wound up a success. I have dozens of commercial Quake mod packs. Unreal mod packs. Warcraft mod packs. I can go way back and start looking at commercial Amiga mods, too.
 
I haven't played Skyrim for a while, but I think I better go ahead and download all the good mods before they get taken down.

Anyone have a link to a good list? Preferably ones that work with Nexus.
 
I don't like this at all. By monetizing mods, Valve is turning them into some kind of paid user-created DLC. Of course you can still download mods for free from other sites like Nexus, but it's only a matter of time before devs will only allow mods from Steamworks since they can get extra money that way.
 
I do. And I'll continue to download free ones.

You got beef, go beef with the mod creators who decided to charge money. Don't yell at Valve for giving folks options.

Well have fun finding free ones that add actual quality to the game in a year or two because they will be all monitized, maybe with a few exceptions.
 
If this actually takes off and Valve/Developers make a ton of money off of modding, I wonder if a new business model might emerge?



Like, say a developer decided to make a "base game" and offers it for free, with mod tools included (although you could use your own tools if you wanted too). The idea is, the base game is offered for free and modders are the ones who develop for it. The original developers (and Valve) make their money through the Workshop cut.


Something like Free 2 Play with DLC or microtransactions - except instead of DLC or micros, it's community-built mods that are sold.
 
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