I'm also not sure how much they're sending through legal at all, since the whole "we can change the ToS any time we want and it's your responsibility to spot when it changes, but as soon as we change it if you use the website you're agreeing to it" thing has lost big in a number of court cases, including one where the judge declared the entire ToS invalid because, since the ToS could change at any time without notice, it was in his words "illusory and therefore unenforceable".
I'm the one with the licenses, so if I then license my mod to the Nexus by posting there, and they're considered commercial use, I'd be the one in violation. it doesn't really affect them directly, as they're not the ones with the non-commercial use only licenses.
I made a mod file that partly corrects the mistake: I moved the conversation ending flag to the actual end of the conversation, but left the script where it was, because I don't know how to deal with scripts for Oblivion.
It seems that whoever was setting up the quest scripts missed this line and assumed that the previous one was the end of the conversation. When you look at the preceding line in the Construction Set, you can see that the line above is still linked to it, and the line itself explains to the player how the Grey Cowl works now that the curse has been broken, which is left for the player to discover in the vanilla game. I created a mod some time ago that restores this dialogue option, but the more I think about it, the more likely it seems that this line not appearing was a developer mistake. To them, the Gray Fox just vanished into thin air." However, since the preceding dialogue is marked as ending the conversation, this dialogue option never becomes available. They will not realize that you are the same person that just took off the cowl. Fortunately, the cowl still has the power to hide your alter ego from them. However, when you remove the cowl, eveyone will know you as yourself. Of course the thieves will only recognize you as their guildmaster when you wear the cowl. He would respond to it with "The curse has been broken.
Order The Elder Scrolls V: Skyrim from Amazon This ensures that all content works together.
“All content is accepted and go through the full internal development cycle, including localization, polishing and test phase. It has to be new content,” it says, for example. In addition, we will not allow existing mods to be converted for the Creation Club.
“Mods remain free and an open system where everyone can create and share what they like. In an FAQ, Bethesda answered initial questions, including on the subject of payment mods. The credits can be purchased on PSN, Xbox Live or Steam and can be used across games in Fallout 4 and Skyrim Special Edition as long as it is the same platform. You need special credits for this and receive weapons, armor, clothing, accessories, housing features or other things in exchange.Īll mods published in the Creation Club are compatible with existing saved games, other add-ons and the achievements.
It’s slated to launch in the summer and will allow you to download mods from Bethesda Game Studios and some of the “best community creators”. Bethesda announces Creation Club, a new credit-paying mod platform for Skyrim and Fallout 4īethesda has announced a new platform for Skyrim and Fallout 4 mods with the Creation Club program.