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You're right! A whopping 25% of the proceeds go to the mod authors, provided they earn a certain amount of money from said mods first (what is it, like 100 bucks? maybe more?). This is absolutely for the benefit of the consumer and in no way valve pushing the limits on how they can siphon money out of every nook and cranny of the gaming industry
God, I can't wait for GOG Galaxy
I doubt Valve would allow such a mod for 100$. They do monitor the mods, and you probably have to get permission from Valve to make people pay for their mods. Also I think Bathesda takes a large cut from this since its mods on their game so yea.
No, you have to make $100 off of people buying your mod before you can even get anything from it. So if your mod is $2 then 50 people need to buy it before they even give you money for it.
Well if I put that much effort into something like Falskaar I would want to be paid, mainly because of how much effort I would put into it. But I agree with the your modding for he community not just to get paid and paying for a terrible mod, but if its a terrible mod and you bought it and you hate it or its broken and if the mod creator has a "You get paid back in under 24 hours no questions asked" and if not then its on you for buying a ♥♥♥♥♥♥ mod, dont just blame Valve, and if its a scam then Valve would take it down obviously
Even worse than that. If a mod costs $2, the mod author gets .50 per purchase. In order for a mod author to receive ANY money from that, 200 people would have to download it.
This isn't about mods like Falskaar, or Project Nevada, Project Brasil, Beyond Boulder Dome, the Someguy Series, whatever (I don't really use Skyrim mods, so most of my examples will be New Vegas). Yes, there are mods out there worthy of being official content, but again, they aren't the concern. The concern lies with mods that add little to the game, are broken beyond belief, etc. It doesn't take near the effort to create a mod as it does a full-sized game, given that the engine and much of the assets are already there. Mods like Falskaar are outnumbered by mods like Fade That Faction Armor a hundred bazillion to one (not saying Fade That Faction Armor is a bad mod by any stretch, but rather that it is not of the same tier as Falskaar), so using a handful of grand-scale, high quality mods to justify charging for minimal QoL improvements is silly.
A 24 hour refund period is bogus, too. Sometimes, it takes more than 24 hours for a mod to bust. It could be weeks, months even, before the mod busts and becomes unusable. The best example I can think of, albiet not likely to happen with Skyrim, is a patch being released for the game that requires whatever mod to be updated in order to work, or maybe a new version of one mod makes another mod completely incompatible for one reason or another. There are literally ZERO systems in place to ensure mod authors actually update their mods for compatibility. If this happens after the 24h grace period, you're just SOL.
On that note, mods are not officially sanctioned content, and thus there is no guaruntee that multiple mods will work together. I shouldn't have to explain why a storefront that can't even ensure that the products you purchase function should be opposed.
Back to the whole Falskaar thing, again, this isn't about high-quality expansions like that or the Someguy Series. Many people, myself included, will install hundreds of mods to improve Quality of Life in the game. If each of those mods is even a dollar apiece, that will add up quickly. Rather than a game being infinitely customizable, it will be capped by how much you're willing to spend, which, like others say, ruins the spirit of modding to begin with.
Think of it this way, do you often buy games under the premise you will be able to buy potentially hundreds of DLC packs?