Has anybody else started working on a mod ?

Post » Sat Jan 15, 2011 2:54 pm

Hi,I started working on a mod for Skyrim,am I the first one ? :)
It's going to be a quest mod with some battles and a unique item.
I write down in a journal the scenario,descriptions of npcs,items, and all the lines of dialogue to have everything ready so once the game and the editor are out I'll start immediately working with the editor without having to think about and write all these things then.

Have anybody else started working on a mod for Skyrim ? :teehee:
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Rachel Cafferty
 
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Post » Sat Jan 15, 2011 6:20 pm

Um, you can plan, but I'm not sure if a construction set is even confirmed. I sure hope so though
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elliot mudd
 
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Post » Sat Jan 15, 2011 7:30 pm

Hi,I started working on a mod for Skyrim,am I the first one ? :)
It's going to be a quest mod with some battles and a unique item.
I write down in a journal the scenario,descriptions of npcs,items, and all the lines of dialogue to have everything ready so once the game and the editor are out I'll start immediately working with the editor without having to think about and write all these things then.

Have anybody else started working on a mod for Skyrim ? :teehee:


How? The creation kit isn't out yet. Anyways, I'm a poor, sad console player. :P
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Smokey
 
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Post » Sat Jan 15, 2011 7:30 am

Um, you can plan, but I'm not sure if a construction set is even confirmed. I sure hope so though


Yeah there's a few people that have been planning probably. And it's been confirmed since the beginning that there will be a construction Set. It will be called the Creation Kit.
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Jaki Birch
 
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Post » Sat Jan 15, 2011 1:07 pm

Um, you can plan, but I'm not sure if a construction set is even confirmed. I sure hope so though

Todd talked about it several times.
We know it will come with the game,and it will be named "The Creation Kit".

@Eldron: I just write the scenario and notes on a journal,things like dialogue text,descriptions of npcs,the names of the actors and their attributes,what the final prize will be,the plot etc..
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Flesh Tunnel
 
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Post » Sat Jan 15, 2011 8:35 am

I would think it at least possible to start modeling base untextured forms, (possibly the diffuse texture too, but I would wait). This way you could have the shapes pre-made for when you get the tools; and need only convert the model to match what's needed for the game, or incorporate some of it's new features.

(As far as anything else, or other mods... I think its too early to do anything but brainstorming story ideas)
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biiibi
 
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Post » Sat Jan 15, 2011 8:05 am

Todd talked about it several times.
We know it will come with the game,and it will be named "The Creation Kit".

@Eldron: I just write the scenario and notes on a journal,things like dialogue text,descriptions of npcs,the names of the actors and their attributes,what the final prize will be,the plot etc..


Hmmm, now that I think about it I could do that too for future games when I get a PC. I play a lot of Dungeons and Dragons, usually DMing, so I have hundreds of in-depth, complex, and thought out story lines, I could just adapt them to the TES universe.
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Lucie H
 
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Post » Sat Jan 15, 2011 5:18 pm

I don't know... wouldn't it make sense to... you know, play a game for a while before you start moding it?:P
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Matt Gammond
 
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Post » Sat Jan 15, 2011 5:06 pm

Well I had an idea to recreate the Imperial city in a way that made it more functional as the central hub of a continent encompassing empire. I basically made an overlay of a picture of the exisiting Imperial city from a birds eye view, and then added districts that make sense in a city the size the capital should be. But I have little to no mod making experience so I don't think much is going to happen with it even if the skyrim toolset is released with the game. What really got me started on the idea was looking at the waterfront district in Oblivion, that port was just way too small. That and seeing how little space the city took up on the island it was on, it just didn't make any sense to me that a city that old wouldn't have expanded beyond those ancient walls. After that I just kept thinking of things that were wrong with the city.
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Marta Wolko
 
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Post » Sat Jan 15, 2011 1:08 pm

Well I had an idea to recreate the Imperial city in a way that made it more functional as the central hub of a continent encompassing empire. I basically made an overlay of a picture of the exisiting Imperial city from a birds eye view, and then added districts that make sense in a city the size the capital should be. But I have little to no mod making experience so I don't think much is going to happen with it even if the skyrim toolset is released with the game. What really got me started on the idea was looking at the waterfront district in Oblivion, that port was just way too small. That and seeing how little space the city took up on the island it was on, it just didn't make any sense to me that a city that old wouldn't have expanded beyond those ancient walls. After that I just kept thinking of things that were wrong with the city.

That sounds cool. Could you link the image? I'd love to see your added layout.
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neil slattery
 
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Post » Sat Jan 15, 2011 7:15 pm

someone should create hammerfell...


most of the models and textures are already there in skyrim... new land + a few buildings,monsters,armour and a [censored]load of npc's
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Samantha hulme
 
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Post » Sat Jan 15, 2011 8:02 am

someone should create hammerfell...


most of the models and textures are already there in skyrim... new land + a few buildings,monsters,armour and a [censored]load of npc's

Skyrim doesn't really look like it has many buildings and other things that would fit in Hammerfell. It's sort of a Morrocan/Middle Eastern style. They'd actually need a lot of new models. For almost everything.
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Sebrina Johnstone
 
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Post » Sat Jan 15, 2011 10:11 am

I'm still working on my Oblivion Fort mod that I started a couple weeks ago....

Anyhow, I'll start a dungeon for Skyrim when the game comes out and I've played for a few days. I'd actually prefer to play inside the dungeons before I see the parts in the Creation Kit. I'm just hoping that level design is a bit more flexible now. Would like to be able to apply textures to interior cells like you do with the landscape editor and I wish I could manipulate the shape of structures on the fly, but that's probably a pipe dream..... :wacko:

La la la la back to Forte Fromage. :ermm:
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sam smith
 
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Post » Sat Jan 15, 2011 2:47 pm

Yeah :) I'm also working on a mod, it's based on Magic the gathering, a card game series. The mod sets part in "The City of Guilds". The whole world is a huge city (not nearly the size of oblivion, much smaller) and there you find corruption, guild wars, assassinations, secret paths, underground worlds beneath the city and such :)
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Ronald
 
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Post » Sat Jan 15, 2011 7:13 pm

Yeah :) I'm also working on a mod, it's based on Magic the gathering, a card game series. The mod sets part in "The City of Guilds". The whole world is a huge city (not nearly the size of oblivion, much smaller) and there you find corruption, guild wars, assassinations, secret paths, underground worlds beneath the city and such :)

This sounds awesome. Hope you have enough help that this isn't overambitious.
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Alexandra Ryan
 
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Post » Sat Jan 15, 2011 12:33 pm

I got a few ideas, only brainstorming of course. I will also prefer to play the game for a while before I start going into the creation kit because I don't want to spoil anything by seeing too much in there. I made that mistake with Morrowind.
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Miranda Taylor
 
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Post » Sat Jan 15, 2011 8:51 am

This sounds awesome. Hope you have enough help that this isn't overambitious.

It actually IS over ambitious xD but I have my brother to help me and he's a professional 3D modeler, as most of the mod has to be modeled... As for me, I'm working on the technical issues, plus the storyline, quests, dialogues, important characters, ideas, world design, etc.

I'll 100% need some help with it... but that's for another time :P
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El Goose
 
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Post » Sat Jan 15, 2011 1:50 pm

It actually IS over ambitious xD but I have my brother to help me and he's a professional 3D modeler, as most of the mod has to be modeled... As for me, I'm working on the technical issues, plus the storyline, quests, dialogues, important characters, ideas, world design, etc.

I'll 100% need some help with it... but that's for another time :P


That one does sound interesting. Looking forward to it.
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Karen anwyn Green
 
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Post » Sat Jan 15, 2011 8:15 am

I would think it at least possible to start modeling base untextured forms, (possibly the diffuse texture too, but I would wait). This way you could have the shapes pre-made for when you get the tools; and need only convert the model to match what's needed for the game, or incorporate some of it's new features.

(As far as anything else, or other mods... I think its too early to do anything but brainstorming story ideas)

You can make an Oblivion mod and later convert it, think it would be as close you could get, should work well for objects; everything from houses to clutter.

Very hard to do much else as we don’t know anything about capabilities or even scripting language, quests might well be designed a totally new way.
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JR Cash
 
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Post » Sat Jan 15, 2011 2:29 pm

I'm pretty sure there's someone out there already planning the first boob mod for Skyrim...
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Jennie Skeletons
 
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Post » Sat Jan 15, 2011 1:15 pm

MERP mod will be porting on skyrim if it's possible with construction set
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Bedford White
 
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Post » Sat Jan 15, 2011 10:18 am

MERP mod will be porting on skyrim if it's possible with construction set

I don't really see how they can port such a big project. Some of it can be ported, but a lot of it they'll have to start again from scratch.

They're probably better of finishing what they've started for Oblivion, then deciding if they want to start anew with Skyrim.
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Manuela Ribeiro Pereira
 
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Post » Sat Jan 15, 2011 7:41 pm

I don't really see how they can port such a big project. Some of it can be ported, but a lot of it they'll have to start again from scratch.

They're probably better of finishing what they've started for Oblivion, then deciding if they want to start anew with Skyrim.

I personally think there'll be a MERP mod for Skyrim, or at least quite a few attempts on making one. (probably failed attempts, I might add)
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jadie kell
 
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Post » Sat Jan 15, 2011 1:48 pm

Modding away the perk cap the game restricts you to.

Also figure out a way to put birthsigns back into the game.
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John Moore
 
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Post » Sat Jan 15, 2011 6:43 am

i wonder how many people here will be changing skyrim with mods right from the start and never even play the vanilla game before doing so...

its disgusting that people wanna change everything before even enjoying bethesda's hard work. :shakehead:
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My blood
 
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