Skyrim Mods?

Post » Mon Jul 19, 2010 3:11 pm

I know its a little early and we don't know the full scope of what Skyrim is going to have in its capabilities and its story, along with what format the models will come in, but I was curious if anybod had already started either planning on or working on any mods for it? I figured this could also e a place to share any ideas people might have for a mod.
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JERMAINE VIDAURRI
 
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Post » Mon Jul 19, 2010 11:38 am

I have some plans written up for a proper Tamriel mod, but I doubt I'll be motivated to actually do it. Basically a big list of items, which can be contributed to freely. Tamriel Rebuilt's claim system, I think, makes it less likely for something to actually get finished because it separates all the assets and workload into specific teams, which can mysteriously disappear from the entire project- thus leaving a large gap. Instead, people would freely toss in any of the items into the vat o' assets, and then once enough items for a province are compiled, a team would begin putting it all together in the world.

Currently though, I've become re-obsessed with my own game, which I've made a breakthrough for.
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Elisha KIng
 
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Post » Mon Jul 19, 2010 1:00 pm

It's impossible for anyone do anything about modding for the game, certainly not actually working on something. Nothing can be done until the construction kit is released, which won't be available until the game is out. It's not just a little early to think about it, it's way too early. Since it will be a brand new engine, no one can even use the older construction kits as a sort of basis. The new one might be completely different.
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Nicholas C
 
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Post » Mon Jul 19, 2010 6:16 am

I have it on good authority that there is already a mod out for Skyrim. My good friend, M`aiq the Liar told me so himself.
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Ludivine Dupuy
 
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Post » Mon Jul 19, 2010 3:25 am

It's impossible for anyone do anything about modding for the game, certainly not actually working on something. Nothing can be done until the construction kit is released, which won't be available until the game is out. It's not just a little early to think about it, it's way too early. Since it will be a brand new engine, no one can even use the older construction kits as a sort of basis. The new one might be completely different.


They have said they're using NIFs again, and while there may be some updated methods for creating items in the game, all the major 3D assets can be created in the remaining months. This does give a bit of an advantage to large mods which need a lot of assets, since the actual putting-together of said assets is much easier than actually creating them.
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Becky Palmer
 
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Post » Mon Jul 19, 2010 8:05 am

they are still using the NIF format for models....So a little conversion and alot of existing material should go well.


there are seveal Height maps, Onra's the one im looking at the most, with hope, it will be availible for Skyrim fairly early so we can get a decent Tamriel mod in, this with Some Radiant story familiarity(it was once used for all the quests in Skyrim) should make developing settlements cities and quest at a quicker pace then previously thought.
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Sophie Payne
 
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Post » Mon Jul 19, 2010 3:34 pm

They have said they're using NIFs again, and while there may be some updated methods for creating items in the game, all the major 3D assets can be created in the remaining months.


Provided the format is the same. There was a change from Oblivion to Fallout 3 making the NIFs from those two games initially incompatible. I believe the same thing happened with New Vegas as well.
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FABIAN RUIZ
 
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Post » Mon Jul 19, 2010 12:52 pm

they are still using the NIF format for models....So a little conversion and alot of existing material should go well.

Im very relieved about this as most my modding comes with adding new toys to play with.

Im thinking about some ideas, but nothing is set :ermm:
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lauraa
 
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Post » Mon Jul 19, 2010 11:57 am

I also ask because I was working on argonia and cyrodiil mods for morrowind and i had to cease working on them when my laptop was stolen. Now I'm thinking about going to work on one of them for skyrim. I haven't decided which but I'm really interested in both cyrodiil in a broken political place if it turns out to be but also making argknia now that there is an engine that would be able to handle it much, much better.
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Shannon Marie Jones
 
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Post » Mon Jul 19, 2010 4:28 pm

Provided the format is the same. There was a change from Oblivion to Fallout 3 making the NIFs from those two games initially incompatible. I believe the same thing happened with New Vegas as well.

I dont think that they changed it from NV, I just hope the file format would not be like fallouts, it was so weird how they had you create a movable texture
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mike
 
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Post » Mon Jul 19, 2010 5:05 am

I'd imagine you'd get your usual mods, beyond bugfixes, for sure. Body mods, new gear, texture upgrades, overhauls maybe...
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Joey Bel
 
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Post » Mon Jul 19, 2010 2:45 pm

I'd imagine you'd get your usual mods, beyond bugfixes, for sure. Body mods, new gear, texture upgrades, overhauls maybe...

I also expect all your usual mod types. I also expect SR mod community to be the most active yet.
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adame
 
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Post » Mon Jul 19, 2010 7:27 am

I was curious if anybod had already started either planning on or working on any mods for it?

Yep. Not talking about it at the moment, but suffice it to say its epic.
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Adrian Powers
 
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Post » Mon Jul 19, 2010 3:31 am

For me it doesn't really matter if they're fast. I always play a good bit without mods before installing any.
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Natasha Biss
 
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Post » Mon Jul 19, 2010 2:55 pm

Hello Modders...

Just as an introduction to the post, I have only ever played Oblivion, and then only on ps3....But I have been seeing some awesome mods for that game.

I have not been able to do anything about it, of course, ps3 and all that...but I am considering getting skyrim for my recently rebuilt PC...I believe it can handle just about anything that the game throws at it and would love to see what the modding community comes up with in regards to texture stuff, body mods, gear etc...or even whole questlines..whatever.

I am not totally inexperienced with mods, I have been playing iL2 for a while and have some lovely mods for that, which took it from a pretty game to an eyewatering, pants wetting blockbuster...I am hoping for the same from Skyrim modders...

Now, my question is to do with installing mods for Skyrim....is it a matter of finding file folders and adding or replacing files, will I need to edit any files? Do mods come with self installing functions?

I would really like to hear some peoples experiences with getting mods to work...

Also...Is it possible that I could run into incompatability issues running a number of mods at the same time?

I would be running the game on 64bit Win7 system....

Simple questions i think which could be answered by someone with a bit more experience than myself...thanking you in advance.
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OnlyDumazzapplyhere
 
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Post » Mon Jul 19, 2010 11:57 am

Also...Is it possible that I could run into incompatability issues running a number of mods at the same time?

Yes.

I would really like to hear some peoples experiences with getting mods to work...


Making mods... don`t bother unless you really are into it. It`s really hard and frustrating and things can get complicated. Kudos to the modders :thumbsup: .

Installing mods... has got to be the easiest thing ever. I haven`t got Skyrim so I don`t know how it works yet but my guess is:

1. Download a mod.

2. Place the data folder into your Skyrim folder. Overwrite existing files? Yes to all.

3. Run the game launcher.

4. Click data files and check your mod.

5. Play.

Most mods come with a readme. Read it. It usually has all the instructions for installing the mod and even more.
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renee Duhamel
 
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Post » Mon Jul 19, 2010 6:37 am

I have it on good authority that there is already a mod out for Skyrim. My good friend, M`aiq the Liar told me so himself.

I must concur, he also told me the mod links all the TES games together, so we can play them all at the same time....lol
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Alexander Lee
 
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Post » Mon Jul 19, 2010 2:33 am

Yes.



Making mods... don`t bother unless you really are into it. It`s really hard and frustrating and things can get complicated. Kudos to the modders :thumbsup: .

Installing mods... has got to be the easiest thing ever. I haven`t got Skyrim so I don`t know how it works yet but my guess is:

1. Download a mod.

2. Place the data folder into your Skyrim folder. Overwrite existing files? Yes to all.

3. Run the game launcher.

4. Click data files and check your mod.

5. Play.

Most mods come with a readme. Read it. It usually has all the instructions for installing the mod and even more.


Thanks....that is somethiing I can deal with.

Really looking forward to seeing what the community throws up now.
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Nikki Hype
 
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Post » Mon Jul 19, 2010 11:43 am

I know its a little early and we don't know the full scope of what Skyrim is going to have in its capabilities and its story, along with what format the models will come in, but I was curious if anybod had already started either planning on or working on any mods for it? I figured this could also e a place to share any ideas people might have for a mod.


Recently a mod came out for fallout 3/new vegas which reunited both maps via an underground tunnel. Both games work FLAWLESSLY, quests are perfect, weapons are perfect, everything. The mod is here http://www.newvegasnexus.com/downloads/file.php?id=41480 I would really like to see something like this for oblivion/skyrim.

The first thing I will do is make my own house somewhere over the mountains...

thats it for now....
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Roberta Obrien
 
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Post » Mon Jul 19, 2010 4:28 am

Recently a mod came out for fallout 3/new vegas which reunited both maps via an underground tunnel. Both games work FLAWLESSLY, quests are perfect, weapons are perfect, everything. The mod is here http://www.newvegasnexus.com/downloads/file.php?id=41480 I would really like to see something like this for oblivion/skyrim.


There was something similar for Morrowind. You could go into Morrowind in Oblivion. However Bethesda Softworks doesn`t like this because the mod uses the same meshes that Morrowind used. Bethesda thinks of this as a copyright thing and now that we`ve spoken of these things we have probably brought down the wrath of the moderators on ourselves.

I think that even if someone makes a mod where you can go into Oblivion from Skyrim then Bethesda will not like it. It sounds possible, though...

Bethesda makes a game free every 10 years or so. Last game that was made free was Daggerfall. I imagine next would be Morrowind. This would maybe make discussion on the MorrOblivion mod allowed. After that, Oblivion. But we`d have to wait for like 20 years for Oblivion to become free.
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JLG
 
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Post » Mon Jul 19, 2010 9:25 am

Some quest mods perhaps and something similar to MMM is he doesn't do them himself.
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Chantel Hopkin
 
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Post » Mon Jul 19, 2010 1:34 pm

It's a bit too early for me as I prefer the dungeon crafting. /me waits for November.............
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Alex Vincent
 
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Post » Mon Jul 19, 2010 12:11 pm

Provided the format is the same. There was a change from Oblivion to Fallout 3 making the NIFs from those two games initially incompatible. I believe the same thing happened with New Vegas as well.


FO3 and NV were practically the same. From Ob (NIF 2.4) to FO3 (NIF 2.5), you have to run them through Blender to get the later NIF version.
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joseluis perez
 
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Post » Mon Jul 19, 2010 8:58 am

It's impossible for anyone do anything about modding for the game, certainly not actually working on something. Nothing can be done until the construction kit is released, which won't be available until the game is out. It's not just a little early to think about it, it's way too early. Since it will be a brand new engine, no one can even use the older construction kits as a sort of basis. The new one might be completely different.


Not really. A real game level designer will (pretty much) always draw out plans and diagrams for any levels or areas they wish to make. Quest narratives can be written. Even scripts can be outlined, as most top level scripting languages are work in pretty much the same ways. Modeling and texture work can be done as well, and given that we don't know what kind of quality the game can support, they can just be created with very generous fidelity and scaled down if need be, as scaling down assets is pretty simple.
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A Dardzz
 
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Post » Mon Jul 19, 2010 3:52 pm

Im hoping I dont have to use 3rd party software to get my weapons into the game.

All I want is to be able to import my files straight into the creation kit and be able to reposition them so they fit right.

I dont think thats too much to ask.

It was easy to mod for Quake 3 as all your models needed was single tri tags named "Head" or "Gun" etc.
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Leah
 
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