Bethesda paid mods downloaded






















Then it will start jumping up, 5, gigs, 10 gigs This has nothing to do with redundancy. In a multiplayer game, it absolutely makes sense that they have you download the assets for content that you might not own so that it doesn't cause splits in the player base.

But for a single player game, there's no excuse. Also - I live in a country in Europe where my ISP doesn't throttle me based on usage or have data caps. And so far you're the first person whose mentioned that whole aspect. Other peoples complaints are that they don't want their HDDs full of crap they're not going to use. I'm not sure what point you're trying to spin that this is somehow the ISPs issue and not Bethesdas.

I'm not trying to waste resources of any type, even in a data transfer over wires, downloading the clean faces big butts mod thanks. Last I checked, the patches for the multiplayer and snapmap account for close to half the game size. Of course, the patches started off small but they quickly ballooned to the point where I had to uninstall the game if I wanted to play anything else. It's such a bummer that if I ever want to go back and play Doom I have to download all that bloat again.

No, the problem is I have very limited space on my SSD, and I don't want it constantly getting filled with optional paid content that I will never use. Content sizes that will cancerously grow out of control as more mods are added. If all the resource files are available, it seems like it would be trivially easy to write a utility that enables all the mods without purchasing them. There probably isn't any demand for such a thing yet, since I believe all the current mods are already available for free on the Nexus, but if there's any original content added, it seems like a glaring vulnerability.

This feels like a really mistake from both a user friendliness perspective and a business perspective.

I don't mean to discount the issue of forced extra data downloads filling people's harddrives and data caps, however I truly think the bigger issue here is on the creative business-front. I know creators have to pitch their idea and then work with Bethesda to allow them to distribute it, but the idea that anyone would agree to put their effort into working on mods for this, to then have they're work freely distributed to everyone regardless of paying is ridiculous.

Someone will find a security flaw and data-mine the content, and freelancers can't afford to take such a risk. I don't know how creators are expected to be paid but either: A there's a consistent pay based on workload OR B They are paid a portion of sales for their content. It would be difficult for Bethesda to make the former appealing because most mods wouldn't be financially successful making the equal pay need to be relatively small to be profitable plus creators may be put off given that if their content does incredibly well, they wouldn't be reciprocated for the success.

The latter pay-based-on-sales is completely undermined by this new development because it requires the access to the content to be heavily secure so that people actually pay rather than cheat or bypass the security. Were I a creator wishing to join their paid modding program, this would be a huge red flag against applying. I don't know why Bethesda seems to desperate to get paid mods to be a thing.

I think every time it has been brought up, it has been universally panned and reviled. Hell, who in their right mind would pay for different skins for armor? This is like Fable 3, where you had to pay to use different colors, it's absolutely ridiculous.

Not to mention the fact that you have to purchase a secondary currency to even purchase the mods seems really god damn slimy to me, there has to be a reason they are doing it, but I don't know what. Otherwise, why wouldn't they just let people pay for mods directly and cut out the middle man?

I know this is way off topic, but Jim Sterling's videos just keep getting weirder and more gross. It's making me like his videos way less than I used to, I wish he'd pull back a little bit. I can't believe they actually managed to make their paid mod launch even more shoddy than the Steam one.

Like, everything looks ten times as bad already now that they've made a big deal about it being "mini DLCs" that are curated by Bethesda, but then they go and make every single element of this launch incompetent on top of that. I wonder if people are defending this somewhere? Hell, this move just makes me less interested in their future products.

That utility already exists and has for a long time , if I'm understanding what I've read. A look at the Creation Club website clarifies things, at least to some degree.

Mods and mod creators go through an approvals process to get onto the marketplace, and that curated content is available to players to purchase with real money. Here's the pertinent passage from the website:. Your Credits are transferable and can be used in both games on the same platform. So yes, we are dealing with a real money storefront here, something the announcement video didn't make entirely clear. But here's the answer to the question: "Is Creation Club paid mods?

Most of the Creation Club content is created internally, some with external partners who have worked on our games, and some by external Creators. All the content is approved, curated, and taken through the full internal dev cycle; including localization, polishing, and testing.

This also guarantees that all content works together. So there's Bethesda's answer: in short, "no. Creation Club is a storefront where you pay money for game modifications, which you could just go ahead and shorten to "mods. Creation Club content is different than that system: it's all thoroughly vetted and entirely new, created in partnership with Bethesda itself.

The program seems to want to sit somewhere between the Wild West of open mods and the rigidity of formal DLC, and so I both understand why the company is giving us that "no," and also understand why it would be pretty easy to call this thing paid mods if you were so inclined.

It seems like a cautious move, which is probably wise considering the company's history here. Creation Club essentially sounds like a way to create an ecosystem of paid DLC at a scale that Bethesda alone can't operate. Heck, the above trailer includes Mudcrab armour, which was a PC Gamer backpage joke designed to take the piss out of Oblivion's infamous horse armour DLC. It also sounds like the old idea of monetising the existing mod community is dead - ie. The new system does raise more questions, though.

If Bethesda and a partner make a new weapon, for example, and release it for money through Creation Club, what's to stop someone in the modding community recreating that weapon and releasing it as a free item? Aside from morals, obviously. Although not anyone can release their work through the Creation Club, anyone will be able to submit a pitch through the system. It goes through an approval process, with Bethesda picking what gets accepted and what doesn't. They launched a system whereby creators could get paid for their work, there was a great deal of anger from the existing modding community, and the system was promptly shut down.



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