#Workshop Licenses and IP FAQ

1 messages · Page 1 of 1 (latest)

tame condor
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After being promised by me for a long time, here it is: https://reforger.armaplatform.com/news/workshop-licenses-and-ip-faq. This is hopefully a useful resource to those who are unsure about some aspects of IP rights for armareforger modding. The explanations partially transfer over to DayZ and arma3 but not all of it, because those use the Steam workshop - please keep that in mind.

Feel free to discuss the blog post with me in this thread if you need any elaborations.

mighty hull
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Does this only apply to Reforger, or does the article (by and by the large) have some application to Arma 3 as well?

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Keeping in mind the age of the game, the thousands of mods pottering around and so forth.

tame condor
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Arma 3 also uses the same Arma Public License, so questions regarding that are the same. Steam Workshop has tighter regulations on what is in theory allowed regarding reuploads. Those are - even for APL-ND, theoretically not permitted by Steam Subscriber Agreement, but in reality nobody enforces it there unless the authors file a DMCA.

feral minnow
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Steam top dogs

mighty hull
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I must admit, I'm a little concerned that there isn't a true "no derivatives and no copies" license just yet, but I appreciate BIs line of thinking in a sense. I can see it being offputting to some mod creators (particularly where custom made or purchased assets are concerned), and it's definitely something that'll hold me back from shifting from A3 to Reforger / A4 for the time being.

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Not being able to prevent your mod from being re-uploaded after removal is somewhat problematic as well, particularly if a mod has been removed out of protest at something another creator and / or Bohemia has done.

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But that's a whole other issue.

wintry gulch
tame condor
mighty hull
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That's excellent - cheers for the clarification Ark. \o

next patrol
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just wondering why you'd use it instead of just VSC (I'm an Arma 3 modder so please excuse my ignorance)