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Old 09-12-13, 01:18 PM   #25
Armistead
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Quote:
Originally Posted by Webster View Post
+1 on no permission needed to create a mod to mod other mods

any mod can be made to change other mods without permission but you just need to be sure to point out its a mod to alter the other mod and not imply its in any way endorsed by the other modder simply because they failed to object to it.

if its your mod and you say that then its in no way infringing on anything, you are just using another mod as a base for your mod to function so its not like you claim any credit for the work of the other modder, all you are doing is adding your own tweaks to customize or make the mod better in your opinion. you don't have the right to make the base mods files part of your mod so you need to keep that as a separate mod because the base mod does belong to the original modder and he does have the right to deny you the right to include his mod files in your mod release, you only have the right to release the files that you yourself mod.

even if a modder says I don't give my ok for you to make a mod that changes my mod, as far as I am concerned he has no say so in if you do or don't make that mod as long as you make no claim the base mods work is yours and you give credit to the modder who created it even if you don't thank him for it.
Just so I have this correct. Say I edited all the crew ratings in RSRD, obvious using all his existing mis files, just changing the ratings in them, would that be OK? Course, the downside in doing something that simple, you've created a large mod that includes 80% or so of his existing files. I never liked the ratings of RSRD, so long ago I went through every file and adjusted them. Obvious, easy to do, but very time consuming. As far as I know RSRD uses competent ratings for all merchants and capital ships, it may seem unrealistic, but increasing the ratings of those to vet and elite, they respond more like ships should.

I also added several ships, probably created after lurker left, such as the Nagato and placed or replaced them as historically as possible. For instance, replacing the Fuso Lurker uses instead of the Nagato in Kurita's Center Force.I also reworked most the capital ports, more guns, searchlights, nets, mines, etc. I added more special missions, several of TMO's convoy layers and several mis files of my own.

As RR said, RSRD does rework many of TMO's sensors. Tater mades some fixes for some of these, but I thought they needed further tweaking, mostly radar, so you had a chance of pulling off night surface attacks later war. I've always used my own envs, but I'm finally close to that perfect night env. where I can pull off realistic night surface attacks and escape without screwing up day visuals.

I did several other things, sure some were off RSRD files. My point is, by the time I was done, I had used and tweak 90% of RSRD to my liking. Rather than load mine on top of his, I just added the remaining RSRD files I needed into my mod, so I only load my one mod over TMO "RSRD tweaked". Obvious, this wouldn't be allowed, but I hate loading numerous large mods over each other. If I released a mod, it would be like loading RSRD again, just tweaked.

I'm not a modder like you guys, I'm a tweaker, about all I'm really good at is traffic and env/sensors. The thing is, many complain about the game, but the fact ,IMO, this game is far from it's potential. It's like every major mod has great points that need to be combined together into one mod. I have pieces of TMO, RFB, FORS, RSRD, Trav's and others tweaked to my liking in one mod. I don't have to choose or get stuck in the idea of one mod.
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