Difference between revisions of "Developing Successful Mods"

34 bytes added ,  04:49, 5 February 2009
Editing the web links so that people can easily see where the link leads to. This article isn't dead yet, you know!
imported>Gregbert
imported>Gregbert
(Editing the web links so that people can easily see where the link leads to. This article isn't dead yet, you know!)
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you see a particular style of mod. If you're aiming your mod at a certain group of people, such as a "Gothic clothing" mod, then make sure that it fits the style. Look at other mods that are similar, and take careful note to the download ratings. If you see something that is popular, or a specific theme, then try to enhance it in your mod. Be original, but not overboard; After all, you're aiming to raise the standard.
you see a particular style of mod. If you're aiming your mod at a certain group of people, such as a "Gothic clothing" mod, then make sure that it fits the style. Look at other mods that are similar, and take careful note to the download ratings. If you see something that is popular, or a specific theme, then try to enhance it in your mod. Be original, but not overboard; After all, you're aiming to raise the standard.


Make sure you put detail in everything you plan, or it could end up looking ugly. You should want your mod to be aesthetic and practical in one bundle, but focus more on the latter: People won't play a mod if it's detailed, but has no content, but some people will play a highly undetailed mod with barrels of practical content. If you're making a mesh, or texturing landscape; be aware of colours that would suit the need by implementing a colour scheme (Wikipedia: Colour Scheme ([http://en.wikipedia.org/wiki/Color_scheme]), Wikipedia: Colour Theory ([http://en.wikipedia.org/wiki/Colour_theory]), or Valve: Colour Theory ([http://developer.valvesoftware.com/wiki/Colour_theory_(level_design)]).), and try to match the colours with the mood of the piece. Such detail can make a mod look visually stunning, and enhance a mod endlessly.
Make sure you put detail in everything you plan, or it could end up looking ugly. You should want your mod to be aesthetic and practical in one bundle, but focus more on the latter: People won't play a mod if it's detailed, but has no content, but some people will play a highly undetailed mod with barrels of practical content. If you're making a mesh, or texturing landscape; be aware of colours that would suit the need by implementing a colour scheme ([http://en.wikipedia.org/wiki/Color_scheme Wikipedia: Colour Scheme], [http://en.wikipedia.org/wiki/Colour_theory Wikipedia: Colour Theory], or [http://developer.valvesoftware.com/wiki/Colour_theory_(level_design) Valve: Colour Theory].), and try to match the colours with the mood of the piece. Such detail can make a mod look visually stunning, and enhance a mod endlessly.


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A few small notes; Depending on your operating system, you should call the shortcut "D:\Games\Oblivion\TES4Edit.exe" -FixupPGRD. Most changes will not be noticeable in the CS or Ingame. First time around to using this program, it may look fairly threatening, but don't worry. It's all safe and tested.
A few small notes; Depending on your operating system, you should call the shortcut "D:\Games\Oblivion\TES4Edit.exe" -FixupPGRD. Most changes will not be noticeable in the CS or Ingame. First time around to using this program, it may look fairly threatening, but don't worry. It's all safe and tested.


So now it's ready; Or maybe you're just reading this in preparation to start a new mod. Either way, the thread should still help... But read this again when you ARE about to release. Kudos to you! You've taken on a big mod and won; something even the best of modders can falter against. Upload your Mod for download (I suggest TES Nexus ([http://www.tesnexus.com/]) or Google's Page Creator ([https://www.google.com/accounts/ServiceLogin?service=pages&continue=http%3A%2F%2Fpages.google.com%2F&ltmpl=yessignups]).), then add several links to several mirrors for download. Make the info and pictures on the places where you can download the mod, such as TES Nexus, as flashy and exciting as you can; people will look at this in months coming, and still want it.
So now it's ready; Or maybe you're just reading this in preparation to start a new mod. Either way, the thread should still help... But read this again when you ARE about to release. Kudos to you! You've taken on a big mod and won; something even the best of modders can falter against. Upload your Mod for download (I suggest ([http://www.tesnexus.com/ TES Nexus] or [https://www.google.com/accounts/ServiceLogin?service=pages&continue=http%3A%2F%2Fpages.google.com%2F&ltmpl=yessignups Google's Page Creator].), then add several links to several mirrors for download. Make the info and pictures on the places where you can download the mod, such as TES Nexus, as flashy and exciting as you can; people will look at this in months coming, and still want it.


All you have to do now is update the thread, open the gates and lett'em in!
All you have to do now is update the thread, open the gates and lett'em in!
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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: [http://cs.elderscrolls.com/constwiki/index...egory:Functions 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.


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If you want to feedback or criticise the page, or want something to be changed, please direct it to the below link, not to this page or this account - I'd prefer it to all be in the same place. Cheers ^_^ --Gregbert
If you want to feedback or criticise the page, or want something to be changed, please direct it to the below link, not to this page or this account - I'd prefer it to all be in the same place. Cheers ^_^ --Gregbert


[http://www.bethsoft.com/bgsforums/index.php?showtopic=793606&st=0]
[http://www.bethsoft.com/bgsforums/index.php?showtopic=793606&st=0 BethSoft Forum: Developing Successful Mods]


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