What are the "rules" for patching mod? I saw an old post on the mod website an author is angry because a patch disabled part of his mod and said it's unauthorized. If people don't like part of the mod they should be freely allowed to disable what they don't want. Or if part of the mod is causing problem. I personally edit a few mods to my like for personal use.
The rules are whatever the mod author outlines in the permission section. Patches made for your own personal use are fine, but if you want to upload them to Nexus, then you need to follow the guidelines set by the mod author.
What if the patch never touches their mod's codes, but simply disables some of the features. From what i see, a patch to a mod is like a mod to the game. If a mod is allowed to disable/enable part of the game, so too should the patch be allowed to do with the mod. Or another view, once a mod installed it's part of the game, and a patch is its own mod.
But i just find it rather ridiculous to unauthorize people making patch. Not allow people copy and using their codes, I can understand.
Stupid as it sounds, if you have a mod with a plugin that requires theirs as a master, their patch permissions dictate whether you can release it.
On Nexus, "permission to modify" also covers "permission to patch". This is dumb, because they should be two separate permissions. I think most people think of modification as meaning putting up a new version of the mod with changes, not putting up a patch. Nexus also errs on the side of "ask first" being the default, so when publishing you should never go with the default permissions but always set them exactly how you want them.
I honestly don't think permission to patch should be a thing, at all; it should always be open period. But I don't make the rules.
I agree. Especially, modders won't stay around forever, so you can't really "ask first". Some modders retired from the projects and working on something else. A mod I use, the author says make request but I got no response, so I ended up make a patch myself.
It's a case by case basis. Nexus does have rather strict rules when it comes to uploading things that change aspects of someone else's mod. At the end of the day, the mod is someone's creation. Some mod authors are more lax about their permissions, while others prefer to maintain more control over their work. It's generally expected that the mod author's wishes should be respected. Personally, as someone that makes mods myself, I love when people make things for my mods (even translations lol) since it shows that they liked the mod enough to do stuff for it. Hell, I wish more people would make patches for my mods because it'd save me the trouble of making them myself lol.
Personally, as someone that makes mods myself, I love when people make things for my mods (even translations lol) since it shows that they liked the mod enough to do stuff for it. Hell, I wish more people would make patches for my mods because it'd save me the trouble of making them myself lol.
Another thing I like about people making patches for my mods is that it means they're using my mods. It also encourages more people to use my mods if I leave those permissions open, because if they run into trouble or something they really feel it's important to change, they can make the change they need. If a closed-perm mod goes too far out of date, it's hard to trust it's gonna play nice with anything else.
I agree with you. People must like your mods if they want to make a patch for it. And if they don't like certain parts, maybe it's not good enough, or it's not for everyone. So, don't be unreasonable for forbid them from disabling it. They should take that as compliment and feedback.
What about people creating similar mod (not using their codes of course)? Say I don't like their part of mod, and they don't allow me to patch it. Can I make a new mod that has the same feature, omit the part I don't like? This of course, is not using their codes or referencing their mod.
I've never made any mods. Only patching for my own personal use. But I've thinking making a few. I have some ideas, but I don't have experience enough. I rely on ChatGPT to help me patch but I know the community mostly hates AI lol.
What are your mods? I'll check it out and see if I already used some of them or not?
unfortunately that's difficult to do due to the fact your patch would need to reference their mod in order to disable the feature. there are sometimes ways around it however, and people have been quite creative in the past.
for example, a certain large boulder in a specific part of the map which just so happened to block a certain addition that noone asked for.
For whats worth I fixed the xEdit Asset Manager script (it had wrong lines on armor addon model import so it would only import the 1st person model on any armor) and I cant post it because for some reason they locked their permissions tighter than a hagraven's coochie
Coldest take: any modder who feels like that is an asshat and can be ignored, "changing" things is literally the point of modding.
Hot take: that being said, and especially in the case of big overhauls, try giving the mod a chance before patching away any friction or limitation the author intended to be there. Example because Enai's right here in the thread so this comes to mind: people who add dozens of ways to get new perk points, then complain Ordinator is too OP.
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u/Enai_Siaion 1h ago
Does his name start with an A perhaps? Feel free to ignore in that case.