• My problem with it last time around, which was not the problem most people took with it, was how much of a cut Valve and Bethesda took before the mod maker saw any of that money. It’s Valve’s store and Bethesda’s IP, sure, but if Bethesda was going to take that much of a cut, they should at least be spending some of that money on policing the bad actors in the paid mod scene to make sure it’s all legit so that they earn their cut.

    • Also if I pay for a mod and they release a patch that breaks it (seems unlikely but we’ve already gotten about two or three more patches than I expected), I would expect them to fix the mod or pay the creator to do so.

      Oh and I would expect them to magically resolve conflicts between paid mods.

      If a free mod breaks and never gets fixed, or a free mod breaks another mod, fair I have no expectations there. But once I fork out money that’s not a mod, that’s a product now. And if Bethesda is taking my money, they are responsible for the product.

      • As long as you can easily turn individual mods on and off, I personally wouldn’t have the expectation that one mod must not break another mod. I also don’t mod much, but that’s why I see potential in paid mods. What’s out there the way things are now usually doesn’t float my boat, and I’d like to see what we get when people can support themselves in producing mods.

    •  50gp   ( @50gp@kbin.social ) 
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      1 year ago

      and they still dont seem to be interested in offering the full toolchain for the engine, including official mesh and anim import/export plus documentation for the formats