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Mod Theft and Steam Workshop


Arthmoor

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Well, if worst comes to worst, I am now thinking about how I would be implementing basic DRM into my own mods.Currently, my money is on packaging a separate Validation BSA file which my mods will be checking for. If it is not present, I display a message informing the user they do not have a legitimate copy of my mod:"You have downloaded this mod from Steam Workshop. Distribution of this mod on Steam Workshop is forbidden, so you must obtain a legitimate copy of this mod before you may use it. Your game will explode in 3... 2... 1...."Followed by me calling Game.GetPlayer().Kill().

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Well' date=' if worst comes to worst, I am now thinking about how I would be implementing basic DRM into my own mods.

Currently, my money is on packaging a separate Validation BSA file which my mods will be checking for. If it is not present, I display a message informing the user they do not have a legitimate copy of my mod:

"You have downloaded this mod from Steam Workshop. Distribution of this mod on Steam Workshop is forbidden, so you must obtain a legitimate copy of this mod before you may use it. Your game will explode in 3... 2... 1...."

Followed by me calling Game.GetPlayer().Disable() to crash their game.[/quote']Oooh....so ....not...nice. I like Arthmoor's approach with the dependencies better. But it is your work TK, you have the right to do what you want with it.

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If I had a reason for putting in a global master for my mods, I would do that. But right now, I don't, so that's next down the list.Well, actually, Disable is not allowed to be called on the Player (hardcoded behavior). I'll probably just do Kill() instead.

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We used a similar method in All Natural to weed out people too lazy to read the readme and install OBSE. It was hilarious how many people would rush the comments section asking why they were being killed by the game even though they had "clearly followed the instructions" :PAlso, what about that? Would there be some SKSE function that could be tied into that could help? Most SW users are violently opposed to the use of SKSE, and if that were combined with a kill the player DRM trip (god, am I really advocating this?) it would be that much more difficult for them to respond to the problem and steal the mod.

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Well, EOS is ready-set for that, since SKSE is required. I could just throw in the Kill() command for the player failing the SKSE check (like is done in All Natural, as you said).

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Indeed, and with the nature of your mod I wouldn't see that as a bad thing either since it's better than stumbling into the unknown nether regions of save corruption should that be ignored. As was the case for why we did it in AN.

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Hey Dwip. What's the record for the fastest accumulation of comments on my blog?

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I love how you ask me.Probably the Steam thread, though I'm pretty sure the tank thread comes pretty close.

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Tank thread hit the mark after a week though. Steam thread was a good one, it's been blitzed already. I think we have a contender here for 100+.

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Well, yeah, in terms of fastest immediately after posting, this one is pretty clearly it.

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Guess that also depends on your view of porn spam in the comments to my SCOTUS post that are falling to deletion as we speak.

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I wondered why comments on that were closed.You horribly biffed a quote tag and the whole post is unreadable, btw.

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And FYI, blog is gonna be closed for comments momentarily while the spam storm is weathered. Yes, I saw the biff too, but obviously priorities etc. One can thank the pirate who was outed as such for this btw.

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And give that a poke. Restricted comments mode is now possible.

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Also the "Spam Storm" thing is cool, but why isn't it also on the front page?

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Anonymous comments are currently blocked, yes.And... what do you mean by it not being on the front page, other than the fact that I turned off the message.Well, changed now, which I'm sure will enrage them to no end :P

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It was until Sandbox dutifully removed the message again without me noticing.

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And with that, vindication. All 7 stolen mod entries have been removed by GStaff.

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Well there went the stolen mods page, the signature campaign was just kicked to the curb mercilessly :P

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No doubt now over who was right.Though given the general lack of intelligence of all the idiots who trolled you, their probably going to start harping on about how Bethesda doesn't understand their own EULA or something like that. Because they're never wrong, they have all the internetz. :tongue:

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They'll have to harp somewhere I wont see it then because all 18 of them are on my block list on Steam :P

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Well' date=' EOS is ready-set for that, since SKSE is required. I could just throw in the Kill() command for the player failing the SKSE check (like is done in All Natural, as you said).[/quote']If you do that, make goddamn sure your SKSE detection script is solid! Don't pull a Khettiana. Still pissed at that stunt... angry.png
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