PC Has anyone actually made these?

Bethesda already tried this. But got heavy flak for it because
A) they wanted to sell the mods and keep about 75% of the money !

B) modders usually copy a lot from each other and nobody has any problems with that. But what happens when a modder uses work by others and now gets payed?

So they had to call it off again
Add to this: The moment a person pays for a mod, there is a legal requirement for it to work. Now if a free mod does not work, well, bummer and you move on. But the moment cash changes hands, it becomes a legal contract and a lot of consumer laws go into motion. And it can get very complex ( laws differ from country to country ).

I am more in favor of mod authors actually working as DLC content creators, where mods are actual content published under the company. And not mods skimming money for skins, and other frivolous ****.

That actually gives mod authors a reason because they can earn some real money ( Youtube for mods. Patent pending :smile-new: ) with more quality released products.

The real future in my mind is games that act like building blocks for new games on top of it. Most people do not have the time or patience to learn complete graphical engines but want to introduce new content, stories, etc into a existing engine. If this is properly combined and supported by the gaming company above it, you can generate a lot of revenue.

As we have seen with Skyrim, their is a hunger for people to have new content in popular games.

But just trowing 3 or 4 dollar skin mods online, is just disgusting. Paid mods need to act like DLCs, with real content. And contract in place where other DLC authors can potentially reuse assets ( for a fee ) or require a specific master Mod to be present.

 
Add to this: The moment a person pays for a mod, there is a legal requirement for it to work. Now if a free mod does not work, well, bummer and you move on. But the moment cash changes hands, it becomes a legal contract and a lot of consumer laws go into motion. And it can get very complex ( laws differ from country to country ).

I am more in favor of mod authors actually working as DLC content creators, where mods are actual content published under the company. And not mods skimming money for skins, and other frivolous ****.

That actually gives mod authors a reason because they can earn some real money ( Youtube for mods. Patent pending :smile-new: ) with more quality released products.

The real future in my mind is games that act like building blocks for new games on top of it. Most people do not have the time or patience to learn complete graphical engines but want to introduce new content, stories, etc into a existing engine. If this is properly combined and supported by the gaming company above it, you can generate a lot of revenue.

As we have seen with Skyrim, their is a hunger for people to have new content in popular games.

But just trowing 3 or 4 dollar skin mods online, is just disgusting. Paid mods need to act like DLCs, with real content. And contract in place where other DLC authors can potentially reuse assets ( for a fee ) or require a specific master Mod to be present.
I agree with some of what you're saying.

Not all though.

Let's say Modder come up with things like:

- In game Music Player

- Inventory Sorting System

- Voice Chat that works [unlike Steam]

- Better Lighting

These aren't frivolous. They might be things that are in high demand.

How do you offer those as a DLC?

Are you saying they don't fit into your criteria so they should be ignored?

What I'm suggesting is a system where Modders get paid for their work.

Of course it's proportional. Small mod = small pay, Large Mod = more pay etc.

Doesn't always have to be something sold as an individual paid add-on to the game.

Sometimes Developers should buy those mods themselves.

They can they tack that on to a large DLC update making it even more robust.

That way you get the solid content that a DLC should be and Modders are incentivized to create more and better content.

Just one suggestion.

There have got to be many, many ways to get some revenue to the modders that aren't going to break a developer's budget.

 
Regarding the blunderbuss

Just to double down on this to go with other FPS games here. You know that new Fallout title that is about to roll out in a week?

Guess what - they have a blackpowder shotgun in it.

With an 8 second reload timer, medium range, poor accuracy

buuuut

it absolutely brutalizes everything with that single shot.

and you can cancel the reload at any given time

*looks at blunderbuss as I'm about to melt it down* Sorry lil fellow. Wrong universe. Maybe the pimps will listen and change you one day.

 
Like others have said, only if I haven't found Iron armor yet. It suffers from the way the game's "progression" system works. All the recipes you find are completely random and none of the armors give unique bonuses. It's not even useful as a cheap alternative because it requires duct tape.

I buffed the blunderbuss in my game to make it useful. I made it more accurate, though still less accurate than shotguns. The accuracy was probably the biggest problem with it. Even if a zombie was right in your face you could still miss because of the insane spread. I also gave it a small damage boost because of the long reload time.

 
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I think I might try Modding out the recipes for anything under iron armour.

I don't see the point of it all.

Just need to think of something else to find in those bookcases.

Maybe pieces of a map? Hmm....

Yeah! Get 10 pieces and you can craft a treasure map.

Hehe.... think I'm going to do that.

 
Regarding the blunderbuss
Just to double down on this to go with other FPS games here. You know that new Fallout title that is about to roll out in a week?

Guess what - they have a blackpowder shotgun in it.

With an 8 second reload timer, medium range, poor accuracy

buuuut

it absolutely brutalizes everything with that single shot.

and you can cancel the reload at any given time

*looks at blunderbuss as I'm about to melt it down* Sorry lil fellow. Wrong universe. Maybe the pimps will listen and change you one day.
If they make it similar it would definitely be alot more useful. The way I see the blunderbuss is that its actually a mini-hand cannon. Short-range, long reload, but packs a huge wallop in close quarters. Maybe I should try modding it to see if I can achieve something akin to that. It will brutalize anything, even if its a body shot, at point blank. And can be used to breach doors too. :p

 
I've said this before, but I think the blunderbuss would feel a lot cooler and more last-ditch powery if it had the power to break the user's arm if handled incorrectly. Maybe a perception or strength check?

 
I think I might try Modding out the recipes for anything under iron armour.I don't see the point of it all.

Just need to think of something else to find in those bookcases.

Maybe pieces of a map? Hmm....

Yeah! Get 10 pieces and you can craft a treasure map.

Hehe.... think I'm going to do that.
Maybe in Alpha 17 when they have light and heavy armors others will be worth it. I have my doubts though. It'll probably end up like Leather being the only useful craftable light armor and Iron being the only useful craftable Heavy Armor.

 
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