Starting modding

Post » Tue Sep 14, 2010 2:53 am

Hello all I want to strt modding I have done things in the CS already but only slight things like fixing some things in mods that I already have on my computer like adding table and chairs to a house out back like a back yard but I have never released anything at all and I can't think of any ideas for something I can do that hasn't already been milked to death by the modding community (like building a small house) so does anyone have any ideas or requests that I can do and release just to get started?
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Tyler F
 
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Post » Tue Sep 14, 2010 8:52 am

*snip* I have never released anything at all and I can't think of any ideas for something I can do that hasn't already been milked to death by the modding community (like building a small house) so does anyone have any ideas or requests that I can do and release just to get started?


Hi ShadowT

Modding can be time consuming that's why it's best to do something you want to do rather than what someone else want's you to do otherwise after 3 months of frustration you might ask yourself why am I even bothering to do this?

You say you know how to use the CS but didn't mention if you can create your own resources either via texturing, mesh making or animation and new resources are always appreciated by the modding community

So let's just talk about what you can do with the CS. Knowing how to use the content within the CS is an excellent start and enables us to:

1. Create a building
2. Decorate it with original objects from the CS or add new resources
3. Add NPC's
4. Give them interesting dialogue
5. Give them something for your to do - a meaningful quest
6. Create scripted events or activate objects to add interest

Um these are the very things that make up the core gameplay of Morrowind - if you can add interesting quests or NPCs to talk to then that's an excellent start - for a really good example of using all these modding elements have a look at Pluto's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7817
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lydia nekongo
 
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Post » Tue Sep 14, 2010 10:09 am

http://www.yacoby.net/es/forum/12/6543311176714780.html still has lots of ideas in it.

Illuminiel speaks the truth when she mentions my mod, and I say that with no ego, but only because it really was a huge learning experience for me. It started as a 2 quest mod, and just kept getting bigger as the ideas rolled in. Perhaps playing it will inspire you to create your own stories with the CS. That's why I started modding, because I was inspired by what others had done and wanted to add my own voice into the game too.
http://www.calislahn.com/elder-scrolls/tutorials/ really helped a lot. Same with http://planetelderscrolls.gamespy.com/View.php?id=6083&view=Mods.Detail.
Good luck.
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Benji
 
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Post » Tue Sep 14, 2010 6:12 am

Thank you both for the advice I will look into those links.

I am able to do:

interior design
exterior design (as in objects and housing)
minor or poorly made landscaping
land texturing with the CS
make up some epic quest ideas but without dialog I can't implement them
and I know how to use modders recourses that were released.

I can't do:

Dialog
scripting
animation
retexturing
making new textures
modelling (learning this though)
so basically no resource making lol.

I am going to look into those links right now just thought I should answer that incase others were wondering lol Thank ou so far.
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Jessie Rae Brouillette
 
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Post » Tue Sep 14, 2010 4:48 am

I can't do:

Dialog
scripting
animation
retexturing
making new textures
modelling (learning this though)


I wouldn't worry so much about animation -- it seems to be extraordinarily difficult, but if you do pick it up, thankfully the Code Patch has some great new features for animators!

Dialog and scripting you will definitely pick up with time. There is always more to learn about them, and quirks in the engine, but scripting makes sense once you understand the syntax and flow of things. Dialog can get complex but if you keep track of everything it isn't as bad as you think.

I feel your pain with the texture/modeling, though. I'm the same way, and completely at the mercy of modders' resources. Fortunately Morrowind has lots of them.


Good luck!
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Verity Hurding
 
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Post » Tue Sep 14, 2010 5:27 am

Well I think maybe I'll do what Illuminiel said:

"1. Create a building
2. Decorate it with original objects from the CS or add new resources
3. Add NPC's
4. Give them interesting dialogue
5. Give them something for your to do - a meaningful quest
6. Create scripted events or activate objects to add interest"

My only thing is how do I know that others would be interested in playing it aswell?

and the other few things are that there are already to many house adding mods (I was thinking of adding a tavern though) so what would be a good city/town to add a mod in?

and in the quest what are the basic elements for it should I add a dungeon?

Also i looked over those links which were very helpfull I think I will dwnload Pluto's mod and play it it looks very nice based on screens comments and discription.

amd those tutorials look nice to.

anybody else have more suggestions?
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Phoenix Draven
 
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Post » Mon Sep 13, 2010 11:19 pm

[...]
My only thing is how do I know that others would be interested in playing it aswell?
[...]

Who cares? If you spend time on modding, do it for yourself first. If *you* don't enjoy it, why should others like it? You can compromise in later, advanced stages of your mod, but you need to start with something you want to see. If you don't, you'll probably lose interest within days.
I know that this sounds egocentric, but for your own sake: do something that you like and that you want to see/have. Modding is a hobby and not a job. When a modding project starts to feel like a job, it'll go down the drain pretty quickly.
Or in Hannes Wader's words: "Und kommt ein Echo in Gestalt von Zustimmung zurück - Dann hab ich Glück."
In English: And when an echo in the shape of approval returns - then I'm lucky. (Sorry that the rhymes don't work in translation)

B

Edit: Typos
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Hearts
 
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Post » Tue Sep 14, 2010 2:32 am

I am no famous modder, neither my releases are, but there is something, I would like to recommend:
Firstly, don't be afraid of any ideas. If it's something you want in morrowind, you can make it happen more or less.
Secondly, don't start with huge project with an aim to amaze moddign society and veteran modders.
Thirdly, Do it as you want. People might recommend you stuff, but you should allways make your mods the way you like them. If you like the mod, you won't be the only one, trust me. :)
Dialogues are really easy to learn, I swear. Follow the link Pluto gave and you shall be fine. Quests are also easy to make.
I encourage you and wish you best of luck and welcome to modding society!
Cheers, have a beer! :foodndrink:
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Gisela Amaya
 
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Post » Tue Sep 14, 2010 6:13 am

Wow thank you all for the advice and encuoragement I think i'll start writing my ideas down on paper in a few I already have a few.

That dialog tutorial is outstanding I am learning quite a bit from it I'm still just starting it but wow.

after that I think i'll do some of the MWSFD tutorial thank you for the links!

And how hard would you say it is to learn to model because I started awile back (haven't really found any good tutorials) and I still can't make a sword or anything for that mattter. I am using Blender 2.48 and I don't have anything for it because I don't know which versions to get of PYFI or the NIF scripts or anything and I don't have any tutorials other then how to make a gingerbread man (which I haven't even started lol) and would you all recommend learning this wile I am just starting to mod because I would like to create my own recources and release those to.
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Benito Martinez
 
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Post » Tue Sep 14, 2010 9:53 am

In your place, I would create a mod without making models yourself first. After that see for yourself, if you still feel like modelling. While I find moddign easy in most cases, modelling is hard and takes a lot of time to learn, yet even more, to create something good. But hey, people are all unique, maybe you will learn modelling easy. Tutorials are found in youtube. There are numerous tutorials, just search for it. :)
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Robert Devlin
 
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Post » Tue Sep 14, 2010 4:37 am

I am able to do:

poorly made landscaping

Awesome! We can never have enough of that!
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Brandi Norton
 
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Post » Tue Sep 14, 2010 6:38 am

Awesome! We can never have enough of that!



Lol I know right well I am making a town called Orlon I already have a map and 2 quests written down revolving around the town both with 2-3 choices to make along the way but of course since it's my first mod they are simple small ones with minor scripting needed but a lot of dialog lol.

I finished most of the landscaping for where the town will be but I don't know if it is to good basically I flatened an area outside of Caldera (plenty distance away but within walking distance) and fixed the surrounding objects that were effected by it. I plan to change the flatened area as I am building as in add little bumps and hills around the housing and the "town square".

I have a question though...I am planning on making the town to have Dark Elves and Kajiit but Imperial guards..would that work in a race friendly way in the sense that they can live together without it being completly different from the game's pre built civilizations?
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Bitter End
 
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Post » Tue Sep 14, 2010 7:03 am

I was just kiddin, man. Your town idea sounds interesting - I'm no expert on lore, but if it's something you want to do, mix up races as you see fit. Don't stress too much on what might be lore correct, or what others think. If you have an idea, do it.
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Cameron Garrod
 
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Post » Tue Sep 14, 2010 5:22 am

since wollibeebee got banned because of me, sorry bro :P, im posting this for him



flattening a part of vvardenfel is not a good idea, there's gonna be heaps of gmst's, errors with other mods, u should really try to add an island just on the coast of vvardenfell, so it's still attached but it wont screw up everyone's game, (and people will dl it :P) so before you continue i'd highly reconmend moving it first, other than that good luck, and if i were u id practise first, by making some islands, and decortaing them, thats what i did, then look at screens from some of the good landscapers around here, and at the game, so u can see what it should look like, it can be hard getting inbetween boring and flat, and overdone (if u can even do that :ahhh: ) i used to make things detailed but way to big, so you'd be like a midget in giant land in my landmasses............. :glare: and dont forget about "S" sooooo handy for making your land look good, hope these tips helped out a bit :P

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Emma Parkinson
 
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Post » Tue Sep 14, 2010 9:22 am

Dang note to self don't do spelling edits on another post wile posting*

second time typing this lol.

The reason I didn't want to put it on an island and I seriously did think abouit this is because it would interfier with one of the quests I have in mind, I can't do landscaping to well so it helps the town look better to have the premade landscape surrounding it, I found a perfect area all I have to do was delet about 15 trees and a few rocks and the land was almost already flat, and it was a large area since I have no idea if I ever would want to expand the city or what ever.

But atleast it's not going to be flat land since like I said I will be adding hills and bumps and such larter on as I build the city.

I was wondering as well if anybody knew if there is a rock resource that gives you a rock similar in size to the large rocks in Legend of Zelda Windwaker that cover the fairy holes you have to blow up with bombs?
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Assumptah George
 
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