milosv123344 37 Posted November 7, 2014 Hi , so lets say i made a sound mod for a pistol pack, doesnt change anything but the sounds, would i have to contact the original mod author for permission or is it ok since its my own sounds that were made from scratch? Problem is the author is not answering PMs and i would hate to see this go to waste. Share this post Link to post Share on other sites
devilslayersbane 28 Posted November 7, 2014 Well, essentially, and I may be wrong about this, you can make a mod of someone else's mod as long as they release it under a certain license. For example, Robert Hammer has his pistol pack released with his own custom license which states Do not edit or redistribute without explicit permission and NO commercial gain made by either renting, leasing or selling of this package.[/Quote] So to make a soundmod for his pistol pack, you would have to ask him directly. However, Stiltman released his mods under the APL which states With this licence you are free to adapt (i.e. modify, rework or update) and share (i.e. copy, distribute or transmit) the material under the following conditions:Attribution - You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material). Noncommercial - You may not use this material for any commercial purposes. Arma Only - You may not convert or adapt this material to be used in other games than Arma.[/Quote] Which means you can edit his modify his content as long as he's given credit where it's due (and only released for arma). So it really depends. Which pack are you wanting to release this for? Share this post Link to post Share on other sites
warlord554 2065 Posted November 7, 2014 always contact the author for permission to change anything in their work. Above all its a sign of respect :) Share this post Link to post Share on other sites
milosv123344 37 Posted November 7, 2014 Indeed, i was just curious, thanks for answering :) Share this post Link to post Share on other sites
slatts 1978 Posted November 7, 2014 In a nutshell. No You can't. You must get permission from the original author unless stated by them otherwise. Contacting and receiving no answer still counts as a no. If all else fails, you can try contacting a forum admin to try get the authors e-mail and contact them that way. But the no answer, no permission rule still applies :) Share this post Link to post Share on other sites
ProfTournesol 956 Posted November 7, 2014 You can make a sound mod for another mod without permission, as long as you don't change the initial mod files (ie .pbo files for examples) or redistribute it. People will have to DL both mods to get yours, that's all. You'll have to create a dependency between your sound files and the first weapon pack mod. Share this post Link to post Share on other sites
das attorney 858 Posted November 7, 2014 Just make a replacement config dependant on their mod. Then at no point you will need to go and edit their pbo. Something like this example: class CfgPatches { class NewSounds { units[] = {}; weapons[] = {"GunName_01"}; requiredVersion = 0.1; requiredAddons[] = { "NameOfRobertHammersMod" }; }; }; class CfgWeapons { class SomeClass; class GunName_01: SomeClass { begin1[] = {"YourNewPath", 1.25893, 1, 700}; begin2[] = {"YourNewPath", 1.25893, 1, 700}; bullet1[] = {"YourNewPath", 0.501187, 1, 15}; bullet10[] = {"YourNewPath", 0.223872, 1, 15}; bullet11[] = {"YourNewPath", 0.223872, 1, 15}; bullet12[] = {"YourNewPath", 0.223872, 1, 15}; bullet2[] = {"YourNewPath", 0.501187, 1, 15}; bullet3[] = {"YourNewPath", 0.501187, 1, 15}; bullet4[] = {"YourNewPath", 0.501187, 1, 15}; bullet5[] = {"YourNewPath", 0.398107, 1, 15}; bullet6[] = {"YourNewPath", 0.398107, 1, 15}; bullet7[] = {"YourNewPath", 0.398107, 1, 15}; bullet8[] = {"YourNewPath", 0.398107, 1, 15}; bullet9[] = {"YourNewPath", 0.223872, 1, 15}; closure1[] = {"YourNewPath", 1.03514, 1, 30}; closure2[] = {"YourNewPath", 1.03514, 1.1, 30}; drysound[] = {"YourNewPath", 0.398107, 1, 20}; soundbegin[] = {"begin1", 0.5, "begin2", 0.5}; soundbullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; soundclosure[] = {"closure1", 0.5, "closure2", 0.5}; }; }; Share this post Link to post Share on other sites
milosv123344 37 Posted November 8, 2014 (edited) Just make a replacement config dependant on their mod. Then at no point you will need to go and edit their pbo.Something like this example: class CfgPatches { class NewSounds { units[] = {}; weapons[] = {"GunName_01"}; requiredVersion = 0.1; requiredAddons[] = { "NameOfRobertHammersMod" }; }; }; class CfgWeapons { class SomeClass; class GunName_01: SomeClass { begin1[] = {"YourNewPath", 1.25893, 1, 700}; begin2[] = {"YourNewPath", 1.25893, 1, 700}; bullet1[] = {"YourNewPath", 0.501187, 1, 15}; bullet10[] = {"YourNewPath", 0.223872, 1, 15}; bullet11[] = {"YourNewPath", 0.223872, 1, 15}; bullet12[] = {"YourNewPath", 0.223872, 1, 15}; bullet2[] = {"YourNewPath", 0.501187, 1, 15}; bullet3[] = {"YourNewPath", 0.501187, 1, 15}; bullet4[] = {"YourNewPath", 0.501187, 1, 15}; bullet5[] = {"YourNewPath", 0.398107, 1, 15}; bullet6[] = {"YourNewPath", 0.398107, 1, 15}; bullet7[] = {"YourNewPath", 0.398107, 1, 15}; bullet8[] = {"YourNewPath", 0.398107, 1, 15}; bullet9[] = {"YourNewPath", 0.223872, 1, 15}; closure1[] = {"YourNewPath", 1.03514, 1, 30}; closure2[] = {"YourNewPath", 1.03514, 1.1, 30}; drysound[] = {"YourNewPath", 0.398107, 1, 20}; soundbegin[] = {"begin1", 0.5, "begin2", 0.5}; soundbullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; soundclosure[] = {"closure1", 0.5, "closure2", 0.5}; }; }; Is there any way you can help me, or anyone else here, to do this? I know basic modding, what i know a lot better is how to make the sounds, but the whole scripting and mod configs thing is completely unknown to me. I sent Robert Hammer a few messages way back, along with the sounds, he agreed to help, asked me to finish a few more, after that there was no reply. Technically, every file in that mod will be 100% mine, i just need to make the mod dependent on his mod. I am unsure if this is allowed as a couple of people above said it wasn't and now 2 people are saying it is. I am unsure. Few months back the mod was at 40%,, the mod now is about 85-90% done, i can do the rest in 5 - 10 hours , and i don't want to continue until i know that its legal , due to time and real life stuff. Edited November 8, 2014 by milosv123344 Share this post Link to post Share on other sites
das attorney 858 Posted November 8, 2014 It's on the official wiki so I don't think they would have a problem with it. https://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial Share this post Link to post Share on other sites
roberthammer 582 Posted November 8, 2014 (edited) Sure you can release your sound mod mate , i got very busy and still am , maybe thats is the reason why i didnt respond back Edited November 8, 2014 by RobertHammer Share this post Link to post Share on other sites
milosv123344 37 Posted November 8, 2014 Sure you can release your sound mod mate , i got very busy and still am , maybe thats is the reason why i didnt respond back My mistake, hope everything is good, i was busy too, and out of the blue i remembered that i was working on this little sound mod, so i thought since i have time to continue i should finish it (i rarely finish stuff once i start :P ). Either way i am still in the process of finding someone who will do the configs as the link Das Attorney sent me was like reading chinese , so i have no idea when it will be done. And thank you very much for permission RH :D Share this post Link to post Share on other sites