I can't really tell what's changed in 4 and 7.I have updated the rules slightly specifically rules 1,4, and 7.
Would it be possible to post the sections as they used to be so that they can be compared?
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I can't really tell what's changed in 4 and 7.I have updated the rules slightly specifically rules 1,4, and 7.
Rule #2 and #10 seems to still be thereAnd do the mods still have to be hosted solely here and/or the workshop?
You mean including only the texture, so that it'll only function if they have the 3D model from the DLC itself?Can i reskin your dlc tanks and add them to my mod, the only way the user would be able to use them is if they have the dlc
@Castellon would an installer that looks wether a given dlc file exists (e.g. wether Steam/steamapps/common/Crusader Kings II/dlc54.zip exists) be enough to guarantee that the user have the relevamt dlc?
You are indeed allowed to do this as long as you are not charging for the mod itself. In short, if the mod is free for everyone, regardless of them being Patrons or not, then yes that's fine.My question to you would be regarding the legality of creating a Patreon page (either for the mod itself or for me the creator) and adding it to the mod description so people could help support the creation process or me in general. Would such an action go against your terms and conditions?
I think some of the reason why large mods often have no Patreon is that it can be quite difficult to work out a way to distribute the money without someone being upset that they're getting too small a share.Thank you for your quick reply. Yes the mod would be free for everyone and all of the content and updates would be for free. The patreon would only be an option for people who would like to support me personally. Just for some clarification, I saw that a lot of great mods out there (Kaiserreich and Modern Day) don't have patreon pages and therefore thought that it might be illegal, but this is great news.
Thank you very much,
Nyiix
That would not be allowed as they are then selling their mod. As per the policy:what about modders who either offer their service or a potential type of mod and then don't deliver ?
Pesky question that, i admit.![]()
Agreed, that's fine. The issue we have is as follows:As a bystander who has no say in the matter at all, I'd say a private Q&A with the developpers is entirely unrelated to the actual mod, so I'd be surprised if this was seen as problematic.
@Castellon
Would it be possible to get confirmation that the bloodlines system can be used by mods without the DLC requirement so long as the flavour (events, decisions, art etc) from the DLC are not included in the mod and don't have their DLC requirement removed?
Like if we create a Blood of Talos bloodline in Elder Kings that uses entirely custom art and events.
^That, mods are free to use the bloodline system as long as they are making new ones with their own assets same as with societies and offmap powers, your Blood of Talos for example would be perfectly fine to makeWell confirmation is always nice but I don't see why they would be any different from societies or offmap powers. If paradox didn't want it usable without the DLC they would have locked it in the hardcode to require the DLC.
Hi - I took a quick glance at the mod you linked and I will add a small comment with my thoughts on if this mod breaks rule 7.Hi, with a friend I made our own version of a landless playable gov for ck3 that allows you make similar things to the dlc but doesn't need the DLC since we made it all ourselves with the moddable things. But he's scared that it breaks the PDX rules. Could you please confirm if making our own versions from scratch breaks any rules?
i think no since i saw this mod: [link] but i want pdx directly confirm or deny it.
This is as you are yourself mentioning a bit of a grey area but we were discussing it a bit internally and did a couple of quick tests on the mod. I understand our current stance as it's okay to create your own landless gameplay loop by adding your own content and mechanics for it. However we do see a problem if it piggy-backs on any of the Roads to Power dlc content (including but not limited to existing adventurer contracts, camp estate, visit settlement and other adventurer decisions). So you would need to make sure that your version of landless gameplay doesn't accidentally expose bulks of content that was only intended for the dlc.7) Mods created with content owned by Paradox Interactive must be made so that they will only be usable by players who have the corresponding game or DLC installed. If this requirement is beyond the technical ability of the particular mod maker (or it is impossible due to the nature of said mod) then they cannot be used.