Fallout 4 Gets PAID MODS

Game News: Fallout 4 Gets PAID MODS

They've tried it once, and now they're doing it all over again -- Bethesda's put paid mods back onto Steam, this time in the form of Creation Club. Did they fix all the problems from the first time around? The internet doesn't think so, and they're letting Bethesda know about it.

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Comments (2)

  • TheSnowFox FIRST Member Star(s) Indication of membership status - One star is a FIRST member, two stars is Double Gold Lone Wanderer

    2 months ago

    2017 will be known as the year dev's tried to shove micro transactions into single player games.

  • Orvid FIRST Member Star(s) Indication of membership status - One star is a FIRST member, two stars is Double Gold

    2 months ago

    It's worth noting that Bethesda does not actually own all mods on the Fallout 4 nexus, as the section of the EULA in question is part of the creation kit not the main game. Of the mods created before the Creation Kit was released, Bethesda owns 0% of them. Beyond that, Bethesda only owns the content created directly via the editor, which, taking the armor as an example would basically be the armor's name, and it's stats. With the exception of mods distributed in .bsa form, there is no path in which Bethesda can own the textures, and the burden would be significant on Bethesda's part to prove that the model was exported from 3ds Max using Bethesda's exporter and not any of the paths going through niftools. For scripts, the burden would be less, but would still be there, as the modding community has a second compiler for Papyrus script (written by me) that it could have used that would not mean it was owned by Bethesda (and quite a few mods prior to the release of the Creation Kit did because it was the only available option).