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Ayce

Sergeant
Jan 3, 2015
99
4
I figured this topic would have to show up sooner or later, so let's take it on early.

THEFT!

I've seen this in the modding community from way back when I first started modding for NFSIII. Someone posts a model, someone else modifies that, and claims it as their own. Will there be some form of controls in place to prevent that?

While I have no real problem with modifying someone else's work,(I've done it myself) I do believe credit must be given to the original creator, where possible. Even in the event you can no longer recall where you got the original, you can say something like "Credit for the original goes to the creator, I just modified it," even if this is stated in a readme file attached to the asset (that no one will read anyway, :laugh:).


Any other thoughts?
 
Maybe asset usage data could be baked into the mod files themselves? Like if you look at someone's Bank of Hypotheticville on Steam Workshop, there'll be an "Assets Used" entry just listing anything taken from anywhere else. A basic mod would probably just say "Assets Used: Skylines originals" or something, stuff made by folks (including the modder) would be "Assets Used: Parisian Streetlights by CityBuilder123, Corinthian Columns by GoBlu" and so forth, and that would always be present in any mod file, because that data would be attached to all props and other assets and simply reread by the packaged mod.

If that ain't a thing, then I suppose it'll just be gentlemen's agreements and thorough community moderating when possible.
 
This was a big problem with Banished Mods. Luke {the dev} addressed the problem with the following:

A new version of the game has been updated on Steam that changes the way mods are uploaded to Workshop. Adding a mod to workshop now requires the original compiled source data to be available to allow uploading. This allows only mod authors to upload their content.

Mods must be rebuilt with Mod Kit 141123 before this will work. Non-Steam versions should still function properly regardless if mods are built with the newest mod kit or the previous one.

Changes for 1.0.4 Build 141123
- Uploading mods to Steam Workshop now requires the user to have the original compiled data before packaging on disk (generally .crs files). The data must be in the same location it was build and match the files in the package. For example, if the mod was built in C:\BanishedKit\mymod\bin\, then all files created during mod compilation must remain in that directory for the mod to be added to Steam Workshop.

Without the original data, the Add to Workshop and Update on Workshop buttons are unavailable. Current mods need to be rebuilt with Banished Kit 141123 before they can be updated.

No other changes to the game or mod kit have been made, so non-steam users can continue using build 141103.


cheers all
 
Theft is technically not possible. You can't have a copyright because you base your mods on CO and Paradox copyrighted works.
If you engage in Fair use -> you can't restrict yours any more than that. Only if you created something from scratch and it didn't intentionally release it as a mod. See also EULA.

Crediting is good behavior though. It's simply the way to do it. No-one want's to promote bad behavior.
 
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Theft is technically not possible. You can't have a copyright because you base your mods on CO and Paradox copyrighted works.
If you engage in Fair use -> you can't restrict yours any more than that. Only if you created something from scratch and it didn't intentionally release it as a mod. See also EULA.

Crediting is good behavior though. It's simply the way to do it. No-one want's to promote bad behavior.


This was implemented because of what was happening with Banished Mods and the Steam Workshop. i.e. a Modder would post up his mod to Steam workshop. A user would download it, slap his name on it and then re-upload it claiming all the credit for the mod, with no credit going to the original author of the mod. It had nothing to do with EULA’s, but more a case as you pointed out … it was a way of preventing this stupid type of behaviour. The things some people will do to get their rocks off never ceases to amaze me.
 
Well about 3D Models as I have posted recently? They can steal that too? And I was laugh at.
There were some raised eyebrows in respect to your suggestion of getting paid for models.
Also, it's not 'stealing'. If you put something up as a mod for the community to use, they can use it. When someone decides to use your creation in something they're creating, they should put your mod in the depencies/credit you for it. It's not stealing, it's someone using something you've decided to share. Using your mod and posting it like they've created it themselves (without mention or credit) is not allowed / frowned upon. At least, that's the common principle on which the current modding scene runs.

If you don't want anyone to use your mods, then don't share them. It's that simple.

Of course the original author needs to be credited when anyone uses their creations.
 
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They seem good so why not. Only thing I'm quite unsure of is the limiting to paradoxplaza-forum. They might not even want to ask for that since the citybuilder community already has some established sites they gather around.
 
They seem good so why not. Only thing I'm quite unsure of is the limiting to paradoxplaza-forum. They might not even want to ask for that since the citybuilder community already has some established sites they gather around.

that point is kind of mute; We know Steam Workshop is a thing, and in the AMA it was stated that the various community sites (like Simtropolis, XLNation etc.) will also be able to host mods.