Difference between revisions of "Developing Successful Mods"

Jump to navigation Jump to search
m
imported>Gregbert
(Well, it looked stupid and didn't really fit with the rest of the wiki.)
imported>Gregbert
Line 3: Line 3:
''' ''How to make successful mods and mods successful'' '''
''' ''How to make successful mods and mods successful'' '''


---
----
 


In this page, I'll try to help with how to make mods more successful, playable, and hopefully get to completion. Just a short heads up; I'm not going to tolerate or answer flamers, or people who decide that this makes me big-headed or arrogant. I'm making this so we can see more mods of a better quality, and the completion of bigger projects. This isn't intended for it to look like I'm parading around, trying to convince people I'm a good modder; that's your decision to make, and whilst I may not have any recognised mods released, I do feel at home enough with the CS, NifSkope, Mod content and have played limitless mods to be able to determine what makes a mod a success.
In this page, I'll try to help with how to make mods more successful, playable, and hopefully get to completion. Just a short heads up; I'm not going to tolerate or answer flamers, or people who decide that this makes me big-headed or arrogant. I'm making this so we can see more mods of a better quality, and the completion of bigger projects. This isn't intended for it to look like I'm parading around, trying to convince people I'm a good modder; that's your decision to make, and whilst I may not have any recognised mods released, I do feel at home enough with the CS, NifSkope, Mod content and have played limitless mods to be able to determine what makes a mod a success.


== '''''Index''''' ==
== '''''Index''''' ==
Anonymous user

Navigation menu