need to form a team for a vampire mod project! buffy and ang

Post » Mon Dec 12, 2011 12:32 pm

im trying to bring togther a team of modders who knows oblivion very well
i want to make a vampire mod that makes vampirisim similar to that of the show buffy the vampire slayer and angel. please reply if you want to help get things started and join the team.
i have allot of great ideas just not allot of knowlegde about modding
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JaNnatul Naimah
 
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Post » Mon Dec 12, 2011 5:22 pm

cmon people,
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jodie
 
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Post » Mon Dec 12, 2011 7:47 am

Oh right, another "project coordinator" searching for a team...
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Kelly Osbourne Kelly
 
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Post » Mon Dec 12, 2011 6:07 am

whats wrong with that?
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!beef
 
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Post » Mon Dec 12, 2011 3:58 am

As a friendly advisory, a lot of people don't like the idea of following a "project lead" who doesn't do anything themselves.

If you don't have a lot of experience, it's a big negative. Do some mod work, follow some tutorials. Make a few small mods, learn what's possible with scripts and such. Don't just come in here and say "I want a team to do what I tell them." Say "I want a team to help me do this."
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Chloe Botham
 
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Post » Mon Dec 12, 2011 12:39 pm

well i do need a team to help me do this
i have no idea how to alter the vampire scripts
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Daddy Cool!
 
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Post » Mon Dec 12, 2011 4:37 pm

i have no idea how to alter the vampire scripts


Well it's a great time to start learning :D, Why not head over to TESA and check out our http://tesalliance.org/forums/index.php?/forum/82-esiv-oblivion-school/? :D
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MISS KEEP UR
 
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Post » Mon Dec 12, 2011 8:07 am

whats wrong with that?

The fact that based on all previous experience, the chance of such a project ever releasing a mod, is exactly 0% - so any work put into such a project is for nothing...

If you want a mod project made, you must be prepared to do 90% yourself. That's just how it works.
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Alex [AK]
 
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Post » Mon Dec 12, 2011 8:09 am

If you want a mod project made, you must be prepared to do 90% yourself. That's just how it works.

I respectfully disagree. You must be prepared to do 100% by yourself. If someone really does help you out with 10% then that's fabulous, but you can't expect it.

Vac
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Albert Wesker
 
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Post » Mon Dec 12, 2011 2:03 pm

I respectfully disagree. You must be prepared to do 100% by yourself. If someone really does help you out with 10% then that's fabulous, but you can't expect it.
I guess I meant that you can hope to get help with 10%, but you're of course correct that you must be prepared to do 100% yourself. :)
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Quick Draw III
 
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Post » Mon Dec 12, 2011 5:00 pm

so i geuss no1 is gonna help me
great
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Nuno Castro
 
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Post » Mon Dec 12, 2011 5:14 pm

so i geuss no1 is gonna help me
great
What did you expect really? That there are lots of people with extensive modding skills and much spare time, but no ideas to use their skills on?

The reality is the other way around, people have lots of ideas, it is knowledge/skill and time that are in short demand. So when you pop up and add a vague idea, without any indication that you're even considering to make the effort of learning how to mod yourself, you have simply proven the point that this idea completely lacks the means to complete it.
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Justin
 
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Post » Mon Dec 12, 2011 6:07 am

can someone at least point me in the right direction on how to mod the vampire scripts
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Cesar Gomez
 
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Post » Mon Dec 12, 2011 9:19 am

can someone at least point me in the right direction on how to mod the vampire scripts
Welcome to http://cs.elderscrolls.com/constwiki/index.php/Main_Page :)
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maddison
 
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Post » Mon Dec 12, 2011 1:03 pm

can someone at least point me in the right direction on how to mod the vampire scripts

http://cs.elderscrolls.com/constwiki/index.php/Main_Page.

Vac

Edit: Ninjad by TNO...
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Marie Maillos
 
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Post » Mon Dec 12, 2011 9:51 am

This is like how I've always wanted to work in the video game industry, but only if I can be the lead designer who just thinks up cool stuff and tells people what to do. I think it's a totally reasonable aspiration. :teehee:
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x_JeNnY_x
 
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Post » Mon Dec 12, 2011 1:25 pm

This is like how I've always wanted to work in the video game industry, but only if I can be the lead designer who just thinks up cool stuff and tells people what to do. I think it's a totally reasonable aspiration. :teehee:

That's how Todd did it, right? ;)

In all reality, learning how to do it on your own is a great experience. I've only made one mod, but I learned SO much from the process. Some of it was learning my own limitations, other bits were learning about some of the hidden game mechanics I never understood before, let alone the HUGE amount of respect I have now for the hardcoe modders that take on massive projects, and are willing to maintain and update them for the public, without any reward other than the occasional thanks and the (not given enough) occasional endorsemant.

But for me, the greatest reward was to be able to provide a mod that people really seem to like and enjoy, to give back to a community that has made Oblivion a game that can be played over and over again in a near infinite variations.

Whoever came up with the idea ar Bethesda to release the construction set and open up the Elder Scrolls is a genius. As are many of the modders who have managed to crack the code wide open to all the possibilities.

/end brown nosing
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Juan Suarez
 
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Post » Mon Dec 12, 2011 8:14 am

That's how Todd did it, right? ;)


Actually, no. Todd basically created his own game before Bethesda finally gave him a chance. He pestered them for quite a while before they would even talk to him and then the answer was "no". He realized he needed more experience so he got the practice and experience he needed, then when returned to Beth, they finally said yes.

A successful mod project requires an experienced team lead. You need to know a bit of everything and be really good at a couple of things. Number one that means you can do the whole mod yourself if you don't get any help. Number two it means that you can evaluate the work of those who do step up and offer help. Unfortunately some of the help you will get offered to you is in the form of people who only want to leech knowledge from you and won't actually contribute much.
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Michelle Smith
 
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Post » Mon Dec 12, 2011 6:39 pm

Listen to these modders... They are your friends!

Maybe you should contact some of the creators of the great vampire mods that have already been released for Oblivion.

Madmole's "http://www.4drulers.com/unholydarkness/", and http://www.tesnexus.com/downloads/file.php?id=14035 are two vampire mods that have been recently updated.
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Kat Ives
 
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Post » Mon Dec 12, 2011 4:40 pm

Listen to these modders... They are your friends!

Maybe you should contact some of the creators of the great vampire mods that have already been released for Oblivion.

Madmole's "http://www.4drulers.com/unholydarkness/", and http://www.tesnexus.com/downloads/file.php?id=14035 are two vampire mods that are regularly updated.

Yeah or play all the popular vampire mods out there and then realize all your ideas have already been done, if not then they are probably a bad idea.

OP nobody is going to join your team. You are a new member with zero experience. Start making some small mods and earn your credibility then people will beg to work with you. That's just how it's done.
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lolli
 
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Post » Mon Dec 12, 2011 2:32 pm

can someone at least point me in the right direction on how to mod the vampire scripts


For what it's worth, my first released mod (Blood Is Everything) was (and still is) based primarily on a heavily-modified vampire script, with a few lightly-scripted Lesser Powers and Diseases thrown in to flesh it out. Grab TESCS, read the CS wiki, and, when you have specific questions, come on over here and ask for help with them. If I'm able to answer questions from people who have at least made an effort on their own first, then I'm always happy to help out and I know there are others here who feel the same way.


Maybe you should contact some of the creators of the great vampire mods that have already been released for Oblivion.

Madmole's "http://www.4drulers.com/unholydarkness/", and http://www.tesnexus.com/downloads/file.php?id=14035 are two vampire mods that are regularly updated.


Thanks for the mention, but I just about fell out of my chair when I saw you refer to Blood Is Everything as "regularly updated"... Granted, I have just done a major release followed by a minor bugfix within the last week, but my last release before that was in early 2008. But I do hope to be able to continue working on it more regularly again now that I'm back, although I have some other mods in need of updating and a new one in progress, so my time will be a little divided.

And I haven't heard of Unholy Darkness before. Thanks for mentioning it. I'll have to check it out and see if it has any good ideas to steal...
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Amanda savory
 
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Post » Mon Dec 12, 2011 11:59 am

For what it's worth, my first released mod (Blood Is Everything) was (and still is) based primarily on a heavily-modified vampire script, with a few lightly-scripted Lesser Powers and Diseases thrown in to flesh it out. Grab TESCS, read the CS wiki, and, when you have specific questions, come on over here and ask for help with them. If I'm able to answer questions from people who have at least made an effort on their own first, then I'm always happy to help out and I know there are others here who feel the same way.




Thanks for the mention, but I just about fell out of my chair when I saw you refer to Blood Is Everything as "regularly updated"... Granted, I have just done a major release followed by a minor bugfix within the last week, but my last release before that was in early 2008. But I do hope to be able to continue working on it more regularly again now that I'm back, although I have some other mods in need of updating and a new one in progress, so my time will be a little divided.

And I haven't heard of Unholy Darkness before. Thanks for mentioning it. I'll have to check it out and see if it has any good ideas to steal...


I meant to say "recently" updated :biggrin:
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Jerry Jr. Ortiz
 
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Post » Mon Dec 12, 2011 8:14 am

My advice, OP? Start out small. And I mean very small. Do some texture or mesh editing on gear. Change the appearance of the night sky. Even make your own armor, when and if you feel up to it. I can tell you from experience that jumping right into script editing can be a very good way to get incredibly frustrated. Use the wiki regularly, experiment freely (within the bounds of sanity) and frequently. I myself have only barely begun probing anything more sophisticated than custom mesh and texture work, and I've never actually released any of my custom equipment to TESNexus or whatnot...but I can still tell you that being able to look at something, no matter how small, and say "yeah...I made that." makes all the headache worth it.

Usually.
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meg knight
 
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Post » Mon Dec 12, 2011 5:06 pm

My advice, OP? Start out small. And I mean very small. Do some texture or mesh editing on gear. Change the appearance of the night sky. Even make your own armor, when and if you feel up to it. I can tell you from experience that jumping right into script editing can be a very good way to get incredibly frustrated.


I half-agree. Texture/mesh editing and script editing are two completely different skillsets. Pick one or the other to focus on and start by learning that, but I don't see that getting comfortable with (or even mastering!) either one will help you much with the other. Or perhaps try both briefly and see which comes more easily to you. Personally, as a long-long-time programmer, working with Oblivion scripts was second nature for me, but editing shader definitions and (once) making an icon are the limits of my graphical modding skills.
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willow
 
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Post » Mon Dec 12, 2011 9:35 am

I think people new to modding are just intimidated more than anything, so they end up trying to build a team to realize their personal vision because they think being able to do it themselves is out of their grasp. Luckily TES is like the most modding-friendly series ever, so with enough patience it's possible for anyone to turn their idea into reality, I think. But I wish there was some simple way to communicate how easy it is to approach all the various aspects of modding Oblivion, because to someone new writing a script for a mod might as well be rocket science, they just don't consider it an option. Of course it takes time to become proficient, and you're not going to be able to produce your 20hrs of content total conversion after opening up the CS the first time, but it really is remarkably easy to dive into any facet of the ~modding experience~. We need to start the Oblivion Courage Center to give new modders the confidence to go after their dreams!!!!!
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Rhi Edwards
 
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