Category:About Modding Etiquette

Revision as of 20:07, 18 July 2006 by imported>DragoonWraith (Keep your scripting light as possible)

Things to know when making a Mod

  • Don't click on Recompile All in the Script Edit window of the TES Construction Set. Doing so includes all of the scripts from currently open TES Files in your mod making it bigger in file size and possibly interfering with somebody else's mod.
  • Include alterations to Worldspaces in the Summary window of your mod, in the description of the downloadable file, and on the Mod Worldspace Alterations page.
  • Keep your scripting as efficient as possible. Scripts can very rapidly add up and kill performance if too many are running at once - ensure that your scripts are only running when they need to be. Avoid Global Scripts as much as possible, and avoid using PlaceAtMe to create new copies of an object when you could simply use MoveTo on an existing object.
  • Keep game balance in mind when creating mods. Making an item that would normally need recharging use no charges or creating super spells with little or no magicka cost will severely alter the balance of game play.
  • Include a detailed Readme file along with your mod. A good readme provides a description of the mod's features, any potential bugs or technical issues, a list of changes made to existing objects, possible sources of conflict with other mods, and some information on how to contact you in the event that a user encounters a problem with your plugin. Creating the readme as a plain text file (such as one written in Notepad) ensures that everyone will be able to read it. And to avoid overwriting another mod's readme, give it a unique name, such as "YourModName - Readme!"

Pages in category "About Modding Etiquette"

The following 3 pages are in this category, out of 3 total.