
Rather than wait for Bethesda to improve their response times to reporting mods stolen or implement an effective moderation strategy, Scott has decided to add an extra permissions system to his own site so stolen mods are easier to see. The Nexus Mods moderation team removed a “mod” which included the entirety of Fallout 4’s latest DLC Far Harbor more than a week before its official release, and according to Scott this was done at 3AM on a weekend morning, eight hours before Grandstaff contacted him. The only contact Scott has had with Bethesda community manager Matt Grandstaff was consulting during the Skyrim paid mods fiasco, and once when a Nexus Mods submission leaked an official DLC. No way of quickly dealing with the issue or indeed any sort of decent reporting system so that users could report stolen mods in detail to the (seemingly non-existent) moderation team.”ĭespite an active moderation team and the history of the largest PC modding community, Scott claims Bethesda has never consulted Nexus on how to approach moderation. They had no clear moderation system in place. “It became clear, early on, that Bethesda had not planned for the eventuality of mods being stolen.


To see their hard work being taken, without their permission, often times by people actually openly goading, trolling and mocking the mod authors about the theft and that nothing was being done about it,” Scott says. This lead, unsurprisingly, to people taking the best mods from Nexus and ripping them wholesale onto Bethesda’s system with no attribution, often taunting the original creator in the description. “However, in order for the mods to be available on consoles, PC mod authors would need to upload their mods, as a separate entry, to ’s system.”

“There is no reason consoles should not be allowed to have mods, provided the PC modding community is appropriately protected and not dumbed down or negatively affected in any way,” Scott wrote in a 5,100-word epic. and the Creation Kit were released by the Skyrim and Fallout developer at the end of April to allow modders access to a set of tools that make user-created content easier to implement.Ī month later, mods uploaded to the browser on were now capable of being installed on Xbox One, creating an ecosystem outside of the existing PC mod community Scott had been overseeing for 14 years.
