Author notes
Skinwalker21 Mods
Usage of assets rules
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(The rules were updated on February 19, 2025, and are not retroactively applicable, being
effective only from this date forward in relation to present and future usage of my assets)
Unless the general permissions specific to the page of the mod you are viewing indicate otherwise, you can use the models, textures, special effects, sounds and scripts, and general .esp settings contained in my mods
into your mods as long as you put a link on your mod page to my mod pages from where you are using assets. This will automatically create a link where users of your mod can see the credits section on my mod page,
crediting not only me but also other authors who may have worked on some of the assets you will be using.
I permit users to modify my files, including releasing bug fixes or improving features that my files add to the game and publishing it as a separate file.
But if it's just an expansion over my mod, please put my original mod as your requirement. This includes simple .esp fixes, retextures, "more spawn points", etc.
The only situation where you don't need to publish the mod with this dependency is if my assets are just a minor part of your mod, not the main focus of it;
As mentioned before, if your mod doesn't have my assets as its primary focus, you don't need to put my mod as your requirement. For example, a mod that adds new lands, dungeons, quests, or "DLC mods" with several of my creatures inside doesn't need to have my mod as a requirement. You can add the assets directly to your folders, and you just need to credit me on the mod page.
You are not allowed to sell mods that use my assets, nor are you allowed to make them only available behind a paywall on Patreon, but you are free to receive Donation Points for mods that use my assets;
You may port the mods to the Bethesda.net website. I allow the publication of my mods on the Xbox console. I kindly ask porters to keep mods up to date and always leave a clear statement that Skinwalker21 is not involved in the port and does not officially support the Xbox file and that you are responsible for keeping the mod up to date and for the bug fixing of problems that the port may cause;
Please ask me first; my assets were also made in mind for use in other games, but only the model meshes, textures, and sounds outside of a Skyrim folder within my mod folder.
In general, however, I usually authorize the use in other games, but please ask just in case to clear up any uncertainties;
Users are allowed to release packs of my creatures on Nexus, and if they use my creature, they must also set my mods (from where the creature comes from) as a requirement, a rule that also applies to adding my creatures in mixed packs, which add creatures from various other authors together, the exception would be for mod packs released on bethsesda.net for Xbox users as they have a storage limit for the amount mods they can play on Xbox at any given time;
I do not support translations of my mods, including those linked on my original mods pages, so please, if you are translating my mods, first receive my deep gratitude,
and second, please keep it updated, and third, always put the original mod as a requirement. And if you're looking to use a translation of one of my mods into your native language,
first check if the version is up to date and if it's the same version as my original mod. Unfortunately, Nexus does not allow authors to delete outdated translations linked to the original mod pages;
My mods can be included in Collections; I strongly support them. I only ask that the curators take care to keep the lists up to date;