@Madkine you are a respected member of this community and known as one how defend SCS, same as the moderators of this form. I am rather neutral, I fully respect SCS and what they do, I love the games, but I appreciate also the work of the modders who produce nice content for the game, even when this is coming from edited content.
Madkine wrote: ↑09 Jan 2020 11:39
Carthoo wrote: ↑05 Apr 2019 14:42
If you want to/ need to use something from our DLC content for your mod, don't put that part of DLC directly into your mod, instead make a „link“ to it by specifying the path to the given DLC data.
the confusion of most of you here is that Carthoo said not to add original content (non edited) in a mod and launch it as a mod and bypass the need of that DLC. therefore:
what we cannot do: take one trailer from DLC heavy pack and all depending files (mat, pmg, dds, sii), add a few personal textures and pack it as a mod then upload it on Steam (SCS shall remove it immediately)
what we can do: take one trailer from DLC heavy pack, edit it in blender to make it longer/larger, but keep the original mat files, sii files, textures, outside the mod and thus create a dependency of the DLC. if everything needs to be edited, in the worst case, you create a dependency in the manifest so people without the DLC won't be able to subscribe for the mod
my example on "what we can do" may be not the best, please take it as purely theoretical. in reality we debate the edit of a content which is not the main content of a map DLC, only 1-2 trains and nothing more.
so in principle we can edit DLC content but keep in the DLC what don't need to be edited in relation to that mod (I said in principle because it matter also what is edited from the DLC. if a mod intends to increase the length of ALL trailers of the DLC heavy pack with 1 cm and release it even with DLC dependency, SCS may not agree and it's very understandable)
there may be another issue, I believe but I am not sure that, SCS workshop tool don't allow the upload of an "incomplete" mod. if the mod includes links to original content it may not work and need to add in the mod that original content... so there may be some mods with original content included, but this is the fault of the workshop tool. I may be wrong here so apologize if this is not true... and cannot say if these mods are ok, even if manifest is correctly including the DLC dependency (this is my only doubt about DLC content)
Madkine wrote: ↑09 Jan 2020 11:39
.sii files aren't content, they are definitions that the game won't work without, so you need to include these in your mod.
no, you don't! I will give you an example of my Real emergency pack, please install it in a clean profile and check the emergency vehicles with beacon and sounds. then close the game and remove all storage files from def/vehicle folder of my mod. play again and you will see the same vehicles with beacon and sounds still spawning in the game (because there is already a storage file in the original def of the game. I added the storage files just to make sure that another mod won't modify the original storage files and affect the functionality of my mod. if the edited content was part of a DLC I would have not include storage files
as said earlier, instead or continue this debate, let's rather wait the oficial reply from SCS, becasue my feeling is that people overreact, it's a trend that some people here post against me, no mater if I am right or not (there is a reason I am in strike you know) so this time I put all my mods as a guarantee that I am right in my last statements in this topic. I am not here to learn law and rules about copyright content and I don't plan to become a lawyer neither

I just follow SCS's position regarding mods and respect it. if some statements aren't clear enough let's ask officially
SCS for clarifications to close the subject.
regards,
cip