Questions about my first Mod

Post » Thu Apr 14, 2016 3:18 am

Hello there,


so I decided to create my first Mod for The Elder Scrolls 5 Skyrim. :)


I started with a brainstorming and this led to a quest with follower.


All I want to know is where should I smartly start? All other details ill get from the web.


Overview:


1) You can through a city and there is a new NPC ( created by me ). He shall be custom voiced by me and own a custom armor.


2) Then we start the quest and go to the dungeon ( dungeon created by me with my decision of mob spawns ).


3) In the end you can decide to take the gold reward or show some empathy and get him as a follower.



So where do I start? With the npc? With the dungeon? Or with the quest ?


Hope you guys have a tip for me, so one day I can create something that makes ppl happy, at least for some minutes :D


Greetings !

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Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm

Post » Wed Apr 13, 2016 11:22 pm

Try these for starters. ;)



http://deck16.net/post/22645519500/making-a-unique-voiced-follower-in-skyrim-part-1


http://hubpages.com/games-hobbies/Hot-to-Turn-Your-Skyrim-Character-into-a-Follower


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Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Thu Apr 14, 2016 1:38 am

Tyvm!


Is there a way to re-edit a finished esp file? Im testing ingame if my settings work and then I have to create the npc (for example) every time from the beginning. Any ideas?

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Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Wed Apr 13, 2016 7:40 pm

Yep, you can re-edit the .esp as many times as you want.



When you load up your Data Files, select the .esp and make sure you click Set As Active File. If you don't, changes won't save properly, and you'll over-write the old .esp.



One thing to remember: you'll usually need to start a New Game. It's best to make a Save right after Helgen, with no Mods loaded, and use this as your point; this is because some things do not update properly when you change the .esp since they're 'saved' into the game. Starting from a clean save/new game makes sure everything is 'fresh' :)

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Tracy Byworth
 
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Joined: Sun Jul 02, 2006 10:09 pm

Post » Thu Apr 14, 2016 12:44 am


When testing a mod I'm making, I like to use an alternate start mod such as Arthmoor's http://www.nexusmods.com/skyrim/mods/9557/? to skip the default start and get in-game so I can test what I need to test with a character.



When working on a mod, I also suggest you keep incremental backups, every few hours if you're doing a lot of changes or additions. It can save you a lot of needless redoing of work you've already done if an idea you have doesn't work out and you want to backtrack to a point before you added it in.

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Tasha Clifford
 
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