Difference between revisions of "Developing Successful Mods"

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imported>Gregbert
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If you're planning to make a mod, then don't dive straight for your Constuction Kit; especially if you're planning a mod of a larger scale. Get some thoughts and ideas down, and plan your mod! Write down things like names, places, quests, and sketches of maps or new model content. If you don't plan your mod, then things can lead astray, and end up of a poor quality.
If you're planning to make a mod, then don't dive straight for your Constuction Kit; especially if you're planning a mod of a larger scale. Get some thoughts and ideas down, and plan your mod! Write down things like names, places, quests, and sketches of maps or new model content. If you don't plan your mod, then things can lead astray, and end up of a poor quality.
One of the most important things you should ask yourself before you even consider starting to make a mod, is "How will my Mod benefit the game?", but more importantly "Why should someone play on my mod?". If you can't answer that truthfully, then people generally won't be interested in your mod, and you'll waste a lot of your time. Good mods usually include different content to what has been produced before it; but think why. If there's a niche that hasn't yet been filled, be suspicious of the reasons why someone wouldn't make a mod that you're planning on making, and would you play it yourself? Make sure that you're confident in this, or your new idea will most likely be mocked and laughed at.
One of the most important things you should ask yourself before you even consider starting to make a mod, is "How will my Mod benefit the game?", but more importantly "Why should someone play on my mod?". If you can't answer that truthfully, then people generally won't be interested in your mod, and you'll waste a lot of your time. Good mods usually include different content to what has been produced before it; but think why. If there's a niche that hasn't yet been filled, be suspicious of the reasons why someone wouldn't make a mod that you're planning on making, and would you play it yourself? Make sure that you're confident in this, or your new idea will most likely be mocked and laughed at.


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This section, which did not feature in the original thread, has been added at a later date, so excuse any in-fluidity between the other sections and this one.
This section, which did not feature in the original thread, has been added at a later date, so excuse any in-fluidity between the other sections and this one.
Here's a short list of utilities you might want to learn to use, even to a basic level. The importance of each utility is described also. Please excuse any missing programs - if any needs including that I don't use, or haven't heard of but is a boon to other modders, just PM me on the forums.
Here's a short list of utilities you might want to learn to use, even to a basic level. The importance of each utility is described also. Please excuse any missing programs - if any needs including that I don't use, or haven't heard of but is a boon to other modders, just PM me on the forums.
''3D Modeling Program'' - These are one of the basic things you should learn to use, even if just to a premature standard. Using them, you can create your own structures to import into the CS, which for many modders, proves their mods to be above the usual standard of mods around. You can use basically any 3D modeling program for this; Blender (Advised), 3DS Max, Maya, Wings3D... Ect. I personally use Wings3D as it's pretty intuative to use, but with that comes it's basic functions. Maybe first time users should dive straight into the deep end with Blender. I can't seem to work Blender since it's so different to Wings, but maybe someday I'll find it easier to use than Wings. It's completely up to preference.
''3D Modeling Program'' - These are one of the basic things you should learn to use, even if just to a premature standard. Using them, you can create your own structures to import into the CS, which for many modders, proves their mods to be above the usual standard of mods around. You can use basically any 3D modeling program for this; Blender (Advised), 3DS Max, Maya, Wings3D... Ect. I personally use Wings3D as it's pretty intuative to use, but with that comes it's basic functions. Maybe first time users should dive straight into the deep end with Blender. I can't seem to work Blender since it's so different to Wings, but maybe someday I'll find it easier to use than Wings. It's completely up to preference.
''NifSkope'' - What're you going to do with your new model without NifSkope? NifSkope acts as the conduit to allow new material into the CS, from lighting to particle effects. It can seem pretty complex to use at first, and I'm still no expert, but learning can be fun - especially with particle effects. Certainly a tool you'll want to learn to use fairly well, unless you enjoy frequent crashes and dirty models.
''NifSkope'' - What're you going to do with your new model without NifSkope? NifSkope acts as the conduit to allow new material into the CS, from lighting to particle effects. It can seem pretty complex to use at first, and I'm still no expert, but learning can be fun - especially with particle effects. Certainly a tool you'll want to learn to use fairly well, unless you enjoy frequent crashes and dirty models.
''Visual Art Program'' - You'll probably want to learn how to make your own textures to suit your own models at some point, and these programs will let you! I'm not talking microsoft paint, I'm talking Adobe Photoshop (If you can afford it, or get it elsewhere...) and GimP. Learning to use these won't just benefit you in modding, but probably for more daily tasks aswell. Having said this, it's a real pain to learn to use to an amazing standard, and can be pretty thought-intensive at times (Well I feel it is!), but I guess some people are born creative, and others not. Not necassary, as you can use the perfectly allowable and proven to work textures that come with Oblivion or Morrowind, and you're entitled to these, as long as you keep them with in the game respectively (Apparently there can be some troube to be had if you mix Morrowind textures with meshes for Oblivion and visa versa... I don't see why, but it's been reported).
''Visual Art Program'' - You'll probably want to learn how to make your own textures to suit your own models at some point, and these programs will let you! I'm not talking microsoft paint, I'm talking Adobe Photoshop (If you can afford it, or get it elsewhere...) and GimP. Learning to use these won't just benefit you in modding, but probably for more daily tasks aswell. Having said this, it's a real pain to learn to use to an amazing standard, and can be pretty thought-intensive at times (Well I feel it is!), but I guess some people are born creative, and others not. Not necassary, as you can use the perfectly allowable and proven to work textures that come with Oblivion or Morrowind, and you're entitled to these, as long as you keep them with in the game respectively (Apparently there can be some troube to be had if you mix Morrowind textures with meshes for Oblivion and visa versa... I don't see why, but it's been reported).
''BSA Unpacker'' - This utility can be used for, apparently, quite a lot of things, but I've never used it for more than getting the textures, sounds, meshes and other data out of the Oblivion compressed files. This is... pretty useful when you want to make your own meshes and textures, and especially with NifSkope - They're key examples of how to make things tick, and what good examples of models and textures are. I'd search the Wiki for this BSA contraption though, I'm no expert, even though it's a really useful gizmo.
''BSA Unpacker'' - This utility can be used for, apparently, quite a lot of things, but I've never used it for more than getting the textures, sounds, meshes and other data out of the Oblivion compressed files. This is... pretty useful when you want to make your own meshes and textures, and especially with NifSkope - They're key examples of how to make things tick, and what good examples of models and textures are. I'd search the Wiki for this BSA contraption though, I'm no expert, even though it's a really useful gizmo.
''Oblivion: Shivering Isles'' - Okay, fine, it's not a utility. At all. But! It is a really good example of how Oblivion should and can look! If you haven't got it, I'd recoment borrowing it or buying it, it's not that expensive anyhow. The textures are pretty amazing, NifSkope files use some more advanced techniques, and with this and vanilla paired, you can find a file with just about anything you may want your own mesh to do. It's a good example of a well made, well thought game with rewards and motivation to continue play, immersive quests (to an extent), room for expansion via mods and some quality matierial! Don't be scared to use it, Bethsoft allowed you to the minuite they included the content in the CS. And when they said you could...
''Oblivion: Shivering Isles'' - Okay, fine, it's not a utility. At all. But! It is a really good example of how Oblivion should and can look! If you haven't got it, I'd recoment borrowing it or buying it, it's not that expensive anyhow. The textures are pretty amazing, NifSkope files use some more advanced techniques, and with this and vanilla paired, you can find a file with just about anything you may want your own mesh to do. It's a good example of a well made, well thought game with rewards and motivation to continue play, immersive quests (to an extent), room for expansion via mods and some quality matierial! Don't be scared to use it, Bethsoft allowed you to the minuite they included the content in the CS. And when they said you could...
''Audio-Altering Program'' - These things don't really help too much, but can make your mod a mile appart from others. With these you can make your own music, edit and alter other sounds to fit your purpose, and basicly play with all the audio that comes with Oblivion. Even though they're not so great for making your own music, it's fine for altering existing ones. There's some really neat universal functions, so they can be fun to tinker in! I'd suggest Audacity. It's the only free one that I've found to be effective with what I want to do, and I haven't heard of any other good ones - Maybe ask around if you grow tired of Audacity, or need it for something more.
''Audio-Altering Program'' - These things don't really help too much, but can make your mod a mile appart from others. With these you can make your own music, edit and alter other sounds to fit your purpose, and basicly play with all the audio that comes with Oblivion. Even though they're not so great for making your own music, it's fine for altering existing ones. There's some really neat universal functions, so they can be fun to tinker in! I'd suggest Audacity. It's the only free one that I've found to be effective with what I want to do, and I haven't heard of any other good ones - Maybe ask around if you grow tired of Audacity, or need it for something more.


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This section, instead of containing information about interviews, contains some on this topic. At this current moment, I have only interviewed WillieSea, but if you're interested in being interviews, or have points that you wish to raise, please message me and I shall consider it. Enjoy:
This section, instead of containing information about interviews, contains some on this topic. At this current moment, I have only interviewed WillieSea, but if you're interested in being interviews, or have points that you wish to raise, please message me and I shall consider it. Enjoy:
WillieSea
 
'''WillieSea'''
 
"On average, how long does it take for you to complete a Mod?"
"On average, how long does it take for you to complete a Mod?"
Small mods, usually around 3 to 4 weeks at around 30-50 hours a week. Its pretty much a full time job from my other full time job. Larger mods, like Clocks of Cyrodiil, took around 4 months. I place a lot of importance on the artistic 'look' of the mod, such as clutter, objects, retextures, and lighting. I then have to severly playtest the mod looking for anything that I might want to change.
Small mods, usually around 3 to 4 weeks at around 30-50 hours a week. Its pretty much a full time job from my other full time job. Larger mods, like Clocks of Cyrodiil, took around 4 months. I place a lot of importance on the artistic 'look' of the mod, such as clutter, objects, retextures, and lighting. I then have to severly playtest the mod looking for anything that I might want to change.


"Are there any points in the thread you strongly agree or disagree with?"
"Are there any points in the thread you strongly agree or disagree with?"
This is my favorite quote, "If you're planning to make a mod, then don't dive straight for your Constuction Kit".
This is my favorite quote, "If you're planning to make a mod, then don't dive straight for your Constuction Kit".
So many new modders want to change the world and have no idea how to do it, or if the CS and game can even accomplish what they want. When I have an idea for a mod, I put it in perspective of 'what can I do' in the CS and 'can the CS even do that'? I then go from there on making my mods.
So many new modders want to change the world and have no idea how to do it, or if the CS and game can even accomplish what they want. When I have an idea for a mod, I put it in perspective of 'what can I do' in the CS and 'can the CS even do that'? I then go from there on making my mods.
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"Is there any advice you would give to a modder who is about to start developing a large Mod?"
"Is there any advice you would give to a modder who is about to start developing a large Mod?"
If you are going to try and create a large mod, you should be very familiar with the CS and how objects in the game work. If you have to ask how to link doors, or how to make a merchant chest, then you should not start with a large mod. When I started modding for the Elder Scrolls several years ago, I made small mods that I could use in my game. From there, I built up knowledge on how to do other things, and I added them to my mods. When I saw somthing in the game I liked, I looked at scripts and how things worked in the vanilla game. Reading All of the posts in the CS forum can help you learn new stuff as well. And use the WIKI. You can get an idea of what the CS can do by looking at each and every one of the functions that are available in scripts. Here is a link to the first of four pages of functions: [http://cs.elderscrolls.com/constwiki/index...egory:Functions]
If you are going to try and create a large mod, you should be very familiar with the CS and how objects in the game work. If you have to ask how to link doors, or how to make a merchant chest, then you should not start with a large mod. When I started modding for the Elder Scrolls several years ago, I made small mods that I could use in my game. From there, I built up knowledge on how to do other things, and I added them to my mods. When I saw somthing in the game I liked, I looked at scripts and how things worked in the vanilla game. Reading All of the posts in the CS forum can help you learn new stuff as well. And use the WIKI. You can get an idea of what the CS can do by looking at each and every one of the functions that are available in scripts. Here is a link to the first of four pages of functions: [http://cs.elderscrolls.com/constwiki/index...egory:Functions]
When you are looking at these, pay attention to whether the function is an OBSE function, or a vanilla function. I personally do not use OBSE mods or functions in my mods, simply because I want my mods to be usable by the majority of people. If I need OBSE to do something, then I probably do not need that functionality in my mod. In reading these functions, you can get ideas on things you can do in your mods.
When you are looking at these, pay attention to whether the function is an OBSE function, or a vanilla function. I personally do not use OBSE mods or functions in my mods, simply because I want my mods to be usable by the majority of people. If I need OBSE to do something, then I probably do not need that functionality in my mod. In reading these functions, you can get ideas on things you can do in your mods.


"Any tips or hints, WillieSea?"
"Any tips or hints, WillieSea?"
1. Play the game. While you are playing, and you see something you would like changed, or be able to do, pause the game and write your idea down.
1. Play the game. While you are playing, and you see something you would like changed, or be able to do, pause the game and write your idea down.


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