Questions:
1. How do you decide what kind of mod you will do either individually or as a member of a modding team?I have been working on a place I've imagined for a long time, and am finally skilled enough to create in-game. Everything I do else-wise is a means to that goal. While I would love to work with a team, my vision is very specific - and most of the people I would consider have either moved on, or are too busy with their own projects.
2. What kind of information do you need when doing a mod?Wow, that's a big question. Lots of things - everything from existing lore to biology, geology, physics, etc. Of course, I'm working on something a bit different from most mods. It's almost steam punk, but hewing very closely to existing and potential lore.
3. What kind of knowledge do you need when doing a mod?
Since I'm working on a landmass mod, pretty much knowledge of every aspect of modding. I'm developing that slowly, and as I need it. For example, I only recently learned how to create static animations that can be controlled with scripts. I was forced to learn this because I needed a model, and couldn't find anyone to make it for me. In fact, modding has forced me to learn a great many things
4. Where do you find this information?Lots of places, depending on what I am doing. These forums, and ones like it (Great House Fliggerty, Canadian Ice & Howndog's, Emmas' Elder Scrolls, etc.) However, for some tools I have to go beyond the TES community, particularly for tools like Blender and Photoshop. Finally, there is my own innate curiosity, and stubbornness to not be bested by a tool.
5. How did you learn how to mod?By doing it. As I encountered a challenge, I found ways around it. When I hit roadblocks I couldn't figure out on my own, I asked for help. If help didn't arrive, I pounded my head against the wall until I figured it out, and then mastered it.
6. How do you share information and ideas with other mod team members?What team?
If I ever manage to build one, I'll let you know!
7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?PM's and forum posts.
8. Do you find it helpful to know more than one aspect of modding, such as modeling?Yes. For what I am doing, it is absolutely vital. I've had to learn everything from raising land in the CS to scripting and dialog to animating models in Blender and Nifskope. I don't count Photoshop, since I was proficient in it before I started modding, but I have learned a lot about texturing. As a 'one-man shop', I've had to learn (or will have to learn) practically every aspect of modding and modeling. (with a few specific exceptions - I doubt I will ever have the patience to mess with character/skeletal modeling)
That isn't to say I've mastered any of it - far from it. However, I'm forcing myself to get better.
9. How do you approach the work involved in making a mod, either alone or as a member of a team?I tend to hover, and land. That is, when I start feeling restless, I will fly around and look for an unfinished area that strikes my fancy. While that may sound whimsical, it's actually my way of listening to that creative spark. If I have a lot of ideas for an area, that means it is time to switch focus, and run with it while it lasts. Of course, I've not actually released anything yet (though I have tons of sub-projects I could release as whole mods), but it's worked fairly well to prevent burnout.
10. Do certain parts of the mod have to be done before others?It depends on the mod. For a simple retexture or tweak, not particularly. However, for large quest/land mass mods, yes. You have to establish a story, and then a framework that supports that story. Beyond that, the order really depends on the particulars. In my case, I'm working on the landscaping and interiors at the same time as I work on the NPC's, and letting the two play off of each other. Sometimes, an aspect of an NPC's home will work to polish an aspect of their story, and sometimes it works the other way around.
Although the actual plot is already written, the subtleties of its telling are being fine tuned by these characters.
11. Can you describe the normal processes you go through to create a mod? Lots and lots of time spent in front of a PC.
Seriously, I'm all over the map. Sometimes I don't even open the mod itself, I write fiction that is related to the lore of the story as a way to help me focus the story. Other times, I get side-tracked learning a new tool or technique. Still other times, I get carried away with actually implementing the mod (writing dialog, landscaping, scripting, etc.)
It's a matter of doing what needs to be done.
Follow-up on why I modIt's purely a creative release for me as well. In my day job, I design computer hardware and FPGA firmware. While there is certainly a creative aspect to that, and I relish the intellectual challenges in the field, I find it isn't satisfying entirely to my creative side.
I want to create something beautiful that I can walk around in and interact with. I've tried my hand with other game engines, particularly UnrealEd, but I never found any of those experiences as satisfying as with Morrowind. There is something unique about the game lore, environment, and abilities that seem to hit the spot for me.