Who wants to help me get an "A"?

Post » Tue Mar 15, 2011 2:57 am

I am currently taking a Business Information Management class in college, and the final project involves choosing a Community of Practice or Community of Interest to assess its informational requirements and needs. Because I love this community so much, I thought I would share it with my class for my project. But I need help, and I hope its not an imposition on the modders here to ask you for your input.

Part of the project requires choosing SME's (subject matter experts) and interview questions for them. I figured why limit myself to one or two people when I have a huge pool of knowledge and talent at my fingertips to harass for answers to my questions? Part of the appeal about my choice of Community of Interest is that this is a community, as compared to choosing something like Stamp Collectors, so it feels natural to involve it in the process. If you are willing.

So, I'm going to post some potential interview questions, and anybody who is willing and able to answer them, please do so. (Yep. You caught me. I'm trying to get you to do my homework.) I'm not sure if this a legitimate use for this forum, so if its not the moderators can feel free to close this thread. If this is a bad idea, feel free to tell me but please try to leave the lighter fluid at home. I will probably add questions as the project progresses in response to answers I get and the different phases of the project. And thank you in advance to those who contribute to my project.

Some of these questions are relatively obvious or open ended. Please approach them as you would if explaining them to someone without a clue. (And no smart@$$ comments from you about that one, AOF. Yeah, I called you on it before you could get to it. HA! ) If you only want to answer one, I'm good with that. If you want to answer them all, you reeeaaallly need to get a life. :hehe: Just kidding.

Questions:
1. How do you decide what kind of mod you will do either individually or as a member of a modding team?
2. What kind of information do you need when doing a mod?
3. What kind of knowledge do you need when doing a mod?
4. Where do you find this information?
5. How did you learn how to mod?
6. How do you share information and ideas with other mod team members?
7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?
8. Do you find it helpful to know more than one aspect of modding, such as modeling?
9. How do you approach the work involved in making a mod, either alone or as a member of a team?
10. Do certain parts of the mod have to be done before others?
11. Can you describe the normal processes you go through to create a mod?
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Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Mon Mar 14, 2011 6:29 pm

1. i play the game, see what i want in it now, or see what other people want
2. where to find tutorials, i practically read all of them 1st to see what i can find out, or ask other people in the "community"
3. basic Knowledge of the CS and how it works.
4. PES, friends (mainly), Tesnexus and other websites made by a community member
5. i wanted to make 3D worlds and MW was the only thing available, so i taught myself the keys and then hunted down VERY basic tutorials
6. i prefer to suggest it as an idea rather than say "we're doing this now i like it blah blah blah"
7. skype, XD
8. yeah, the more you know the easier it is.
9. 1st a tell me self it'll take no time, then i think of what i want to make, get some images, read some lore, make or find some models and other resources, and start making it take shape


EDIT:
10. Iimo, exteriors
11. fun fun fun! (if it's not it lame... i dont make mods when there "lame" to me...)
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Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

Post » Tue Mar 15, 2011 3:02 am

Wow, that was fast. Thank you for the responses. I'm hoping to get enough of them to create a "common practices" type of list that I can use.
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Conor Byrne
 
Posts: 3411
Joined: Wed Jul 11, 2007 3:37 pm

Post » Mon Mar 14, 2011 4:40 pm

1. How do you decide what kind of mod you will do either individually or as a member of a modding team?

If an idea comes to mind and I think I can handle it, I try to at least start it. I like to try to help friends with their mods or ideas, if my 2 cents is worth it.
2. What kind of information do you need when doing a mod?

Everything possible. First is the Do's and Don't's, so I can define the limits of my imagination.
3. What kind of knowledge do you need when doing a mod?

Depends on the mod. In my case, hopefully not much. I stick to simple tasks in the CS.
4. Where do you find this information?

From my initial CS experiments, someone was kind enough to teach me the basics.
5. How did you learn how to mod?

Someone taught me the basics, and I experimented from there. If I had a question, I'd ask in the forum and hope for an answer that I can understand.
6. How do you share information and ideas with other mod team members?

Skype, because it's so convenient.
7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?

Skype.
8. Do you find it helpful to know more than one aspect of modding, such as modeling?

Of course, it would be very helpful. But I don't.
9. How do you approach the work involved in making a mod, either alone or as a member of a team?

By myself, I try to imagine parts of the mod in my mind, and see what I can do in the CS. As far as helping, someone asks for help, I do what I can.
10. Do certain parts of the mod have to be done before others?

Not usually. Most of my cases are some interiors that can just stand alone. But sometimes if you have a massive interconnecting interior with various exits and stairs, you need to see how they all match up. So sometimes you have to complete stacked interior levels in pieces until you figure it out.
11. Can you describe the normal processes you go through to create a mod?
1. get an idea. 2. Say hey, what a cool idea! 3. Try to imagine it in pieces, with various CS objects. 4. Try to create it, or something close to it, in the CS. 5. Procrastinate.
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Je suis
 
Posts: 3350
Joined: Sat Mar 17, 2007 7:44 pm

Post » Tue Mar 15, 2011 2:28 am

1. The motivating factor here for me is frustration. When I play, I notice things that cause me problems and when I find enough related to a single element of play, I make a mod to fix it . . . or I fix an existing mod to suit me.
2. Any and all documentation I can find, for existing mods, tutorials, and original game details like NPC IDs questlines, just about everything on UESPwiki is absolutely essential.
3. Depends on the nature of the mod. A modder needs to know their way around the CS even for the simplest of mods. Basic scripting is required for just about any mod whether it is in dialog or individual scripts. For texturing and modeling, some experience with the programs required are not optional.
4. I ask. I start with my husband, who is also a modder, then I google it, and if I can't find the answer or when I find it, if it doesn't make sense, I ask on the forums.
5. By customizing and doing bugfixes on other people's mods.
6. Forum threads, PMs and by turning my chair around and asking my husband.
7. I give him a kiss and say 'Please" in my sweetest pleading voice.
8. Oh yes. You can't get away with a "just" mod anymore. As in this is "just" a house mod. Or this is "just" a dialog mod. It doesn't matter if you can script or model your butt off, if you can't put an intelligible sentence together or apply textures to models, people are going to notice . . . and tell you about it.
9. I try to limit my scope before I start, so I don't end up with a mega-all-encompassing mod that is never finished. I decide on what the last thing I'm going to do is and when I get there, I stop.
10. Absolutely, but just like a trip, once you've established a destination, then you have to plan out the steps to get there. Different people are going to plan different routes based on their own strengths and weaknesses.
11. Here Goes:
A ) I decide what I want to accomplish.
B ) I propose it to the community or to my husband to get a feeling for how difficult it will be and if it's outside my ability to accomplish.
C ) I get all the dialog into the mod. I find it easiest to do as much scripting in dialog as possible. Included in dialog are quest-related journal entries.
D ) I add any items I need to add. I use as much vanilla as I can. I see no point in going hog-wild with digging up unique items when suitable objects already exist.
E ) Get help with scripts.
F ) TEST-TEST-TEST
G ) bugfix-bugfix-bugfix
H ) Write the Readme
I ) Decide what type of suggestions I'm willing to implement and which I'm not. This is a big hurdle for anyone who likes to please. Generally this is where I have to refer back to my initial decision about the scope of the mod and remind myself to stick with it.
J ) Release it into the wild.
I ) Address issues as they are reported and try not to allow other people's lack of understanding make me feel like I shouldn't have released the mod at all.

Honestly, I think this last one applies to just about any community which produces *something*. Here, just as in a business, people in different departments are likely to have absolutely *no clue* what goes into the processes they aren't personally involved in (modelers often don't understand scripting and vice-versa). End users frequently want the moon and stars and will even contradict themselves when expressing their desires. Many bug reports will be due to user error (installation) and after-market additions (other mods). Sometimes, despite your best efforts, you have to issue a recall (completely start over). The thing is, you have to decide what you want out of it. Whether it's fame, fortune (HA!), or just personal satisfaction, they're all valid, but only you can determine when you've achieved it.

Good luck with your class.
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chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Mon Mar 14, 2011 8:28 pm

This is why I love this community. You people are stellar! Thanks for the replies and keep them coming. I've also come up with a few other questions. Some of these may be redundant, so please bear with me as I decide which aspects of modding I eventually decide to focus on.

1. What kind of software knowledge do you need to create a mod?
2. What are some of the things you should know before you begin a mod?
3. What are some things you need to consider when working with a team in a group project?
4. What kind of conflicts or problems are common when creating a mod, either as an individual or in a team?
5. What kind of resources do you need to create a mod?

Again, thanks for all of your input.
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HARDHEAD
 
Posts: 3499
Joined: Sun Aug 19, 2007 5:49 am

Post » Mon Mar 14, 2011 9:04 pm

1. solo decision is just my desire to do what i feel i can. i would never lead a team. but do give input and resources to team efforts on occasion. i think most team mods start with an idea by one the changes as a group works on it.
2. lore. a plan of what you are going to do for a mod. and a list of who's stuff you used to give credit for.
3.knowledge of at least the cs. and other 3d and art programs as your skill increases.
4.online sites and forums
5.self taught, still learning.(there ain't no end to that)
6.forums, pm's on forums. emails. and free hosting sites to move modding materials.
7. no, sometimes here i give help. or ask for help.
8. yes, very much so.
9.decide what to do. decide how best to do it. rough it out. fine it up. fix what i missed.
10. first thing would depend on the mod. most of mine start with dropping new meshes and textures into the directory for use.
11. A. the eureka moment!!!! (the one that goes.... YES THAT IS SO AWESOME I WILL BE GOD!!!)
B. followed shortly after by the oh gods what did i get into moment. (OH @$%@#%@ I DON'T KNOW HALF OF WHAT I NEED TO DO IT, AARRGGHH!!)
C. after all the usual theatrics. it get down to what i can do and how to get it done so that it will be closest to the glory of a mod that is in my head.
D. make sure someone did not already do this.
E. gather the resouces to do what i cannot myself.(making sure to give credit. and that it is allowed for use. which is sometimes very frustrating. because often enough you will find exactly what you want. just to find out you can't use it. or the maker isn't around to give permission for use anymore. but that's the way the cookie crumbles) or as usual. spend alot of time and effort to learn how for myself.(which is why i am still learning. got gimp down pat. just nibbling on the edges of blender)
F. the creation of the mod.(lots of time in front of a screen punching keys repunching keys. and screaming, till you hold your tongue right and it all falls into place)
G. release of the mod to your avidly waiting fanbase (crickets and more crickets)
H. going back and fixing what you missed.(most people have been very polite about this for which i am eternally grateful)
I. and finally, but not least. forgetting how much blood sweat and tears you put into your last project, so that the next EUREKA moment grabs you fast. and you start all over again.(i am in the middle of all this now. its a vicious circle, but addictive. i now mod more than i play)

there ya go. hope it helps
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Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Tue Mar 15, 2011 1:41 am

*snip* (Yep. You caught me. I'm trying to get you to do my homework.)


Happy to help :)


1. How do you decide what kind of mod you will do either individually or as a member of a modding team?

Individually: If no one else is creating what I want to play with then I'll do it myself, I only make mods of things or quests I want in my own game

Collaboratively: I have to trust them (based on forum comments), feel that I have the time, ability and desire to help and that it has to be fun


2. What kind of information do you need when doing a mod?

I normally want game lore information

3. What kind of knowledge do you need when doing a mod?

If doing a Morrowind Mod - need to know the game, understanding the story, characters, places, races and lore.
Need to know how to ask for help and where to go - the CS forum or some of the unofficial forums can be really helpful
Need to know your limits - modding is time consuming - creating quests with less generic NPC's can take months even years - need to know if you have time and energy to finish what you start.

Before I started modding I had never used Nifskope, the CS or GIMP - never written a script before - these can all be learned as you go they are not pre-requisites to modding

Need to know that regular and multiple back-ups are your friend!!!

4. Where do you find this information?

For lore and game info I go the Imperial Library and UESP (often) also the lore forum
For scripting and how to do different things i ask in the CS forum
I searched online and downloaded

1. MWSFD
2. Morrowind Mod Maker Manual
3. The complete guide lite
4. MW-advice for new modders V2
5. Housebuilding
6. Srikandi-MW-Item_index
7. MW-Clothing-Catalog V2
8. Landscaping tutorial V1.2
9. NPC Scripting
10. Quest tutorial
11. Dialogue tutorial
12. Wrye Notes
13. Korana's Glow Mapping Tutorial

Most of the time when modding I have MWSFD open in front of me

5. How did you learn how to mod?

Just doing it - trial and error

6. How do you share information and ideas with other mod team members?

Carefully (so no feelings are hurt) :)

7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?

Via forum threads
With trusted mentors via email

8. Do you find it helpful to know more than one aspect of modding, such as modeling?

Yes - I started modding to teach myself new skills - it woudl be more productive if I farmed out the scripting to those who know what they are doing but I really want to learn how to do it

9. How do you approach the work involved in making a mod, either alone or as a member of a team?

I grit my teeth and get on and do it - modding is 2 parts inspiration, 5 parts perspiration, 2 parts frustration and 1 part damnation

10. Do certain parts of the mod have to be done before others?

For my quest mod I need to plan out the story line and understand clearly why the player is being asked to do things (what's my motivation for this scene) - I needed to create each NPC's faces before writing their backgrounds and dialogue so i could visualise them more as a character

11. Can you describe the normal processes you go through to create a mod?

1. Get idea
2. Check PES to see if has been done
3. Check forum threads to make sure no one is doing it
4. If small mod - just do it while idea is hot
5. If large mod spend hours planning and writing notes - agonising over where to place it - check the Morrowind Grid Use Map for a spare place to put a mod - realise there is no where left so pick place which seems right (only a few will download it anyway)

For dialogue I use a spreadsheet template i created which replicates the CS dialogue entry screen - this enables me to sort dialogue do spell checking and generally keep track of the story

Once I've begun a mod I generally waste more time here reading about what everyone else is doing than doing my own mod

Hope this helps

Illy
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Matthew Barrows
 
Posts: 3388
Joined: Thu Jun 28, 2007 11:24 pm

Post » Mon Mar 14, 2011 11:22 pm

1. i'm computer illiterate.. all i can do is mod related stuff. i dont play games cause i dont even get how to install them. stick the CD click next. hope it works. so for me all i need to know software wise was how to use the internet. which taught me the CS, which i guess is part of this question. U NEED TO KNOW THE FLIPPING CS!
2. that when u aim to high it's never gonna happen. and where to get the information you'll need or the models or whatever.
3. their skillzorz. also people who are like "we SHOULD do this NOW" are bad, when people offer advise it's great. when people "force" advice onto you it's quite annoying. and dedicated people... u need them. oh and ppl u have to teach everything to first isn't helpful (i can hardly talk).. i guess for this section i wouldn't know much though...
4. other mods. people disagreeing on doing something. modding mana goes dry etc etc
5. the interesting ones that fit your ideas. like if you were making a telvanni mod imperial resources would be useless. and also, lore... lore is so important, so the imperial is a resource i guess?

done!

....more?
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Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Tue Mar 15, 2011 4:10 am

1. How do you decide what kind of mod you will do either individually or as a member of a modding team?
As a team-member, usually sitting down and doing some quick brainstorming to come up with concepts, then picking the most popular of those. Individually, mostly the same thing.

2. What kind of information do you need when doing a mod?
Plot summary, any implementation specifics that may be required, any constraints (no MWSE, no MGE). The more knowledge, the better. If someone were to ask me to make a mod and give me an 80-page tech specs doc, well... no thinking on my part. :)

3. What kind of knowledge do you need when doing a mod?
Knowledge of the CS and the game system. Knowledge of the scripting language, bugs in the engine, resource locations and people to ask are a plus.

4. Where do you find this information?
Mah brains. Or Google, or here, or GHF.

5. How did you learn how to mod?
Trial and error and error and error.

6. How do you share information and ideas with other mod team members?
If I'm on a team, forums most often, although MSN messenger and/or IRC are valuable tools.

7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?
Forums or IM or chat, again.

8. Do you find it helpful to know more than one aspect of modding, such as modeling?
Yes. As a single modder, or leader of a group, it becomes vital. As a member of a group, less so, but still valuable.

9. How do you approach the work involved in making a mod, either alone or as a member of a team?
Iterative development, working on bits and pieces, finishing important chunks first, with plenty of background music.

10. Do certain parts of the mod have to be done before others?
Reserving IDs and creating placeholder items, usually. Some scripts may need to be created early on, as well as actors (NPCs and creatures).

11. Can you describe the normal processes you go through to create a mod?
Wasn't that questions 1-10? :P
Generally, I'll get an idea (often from dreams), write it down on the ream of paper I keep on my desk, and open up the CS or Visual Studio (it's a modding tool, no lie!). Depending on the mod, I'll start with the basic cells (classes for a program) and work my way up from there. I do the basics of everything, then go back through and test, fix bugs, add details, etc. That repeats indefinitely until the project is done, when it would enter alpha testing. If the alpha succeeds, then I make sure everything is in, and beta test it. If that succeeds and no more bugs are found, it goes to release.

Edit:
1. What kind of software knowledge do you need to create a mod?
Knowledge of the CS, your preferred file manager. Basic knowledge of an archive program for packaging and distribution.

2. What are some of the things you should know before you begin a mod?
You'll rarely make what you want, you need to keep scope down or you'll never finish. Don't be the next big idea modder.

3. What are some things you need to consider when working with a team in a group project?
Group cooperation, team member's areas of skill and interest, time and dedication per member, mod scope and how best to split it among the team, how to keep the team running smoothly.

4. What kind of conflicts or problems are common when creating a mod, either as an individual or in a team?
Script bugs, ID or landscape conflicts or lack of resources, or personality or vision/design conflicts in a team.

5. What kind of resources do you need to create a mod?
It depends on the mod, but everything from external C++ libraries to little 32x32 TGA icons.
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Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Tue Mar 15, 2011 5:10 am

Do you mind if I pick and choose? Some of these questions are broad enough to write an essay about :P

1. How do you decide what kind of mod you will do either individually or as a member of a modding team?
How excited I get about it, basically. When coming up with my own ideas, I usually let them simmer for weeks or months, and if I'm still interested after that time I may go ahead and take the first steps (planing, or messing around in the CS). When looking at a team, I also look at how well the team is organized and how excited its members are about the project.

2. What kind of information do you need when doing a mod?
What the mod is about, who is working on each area, how its structured, what is already done and what still needs doing.

3. What kind of knowledge do you need when doing a mod?
Depends on the mod.

4. Where do you find this information?
For construction set stuff, the CS wiki, the CS forums, and the TESAliance. If I can't find something, I ask my network of friends/acquaintances/coworkers.

5. How did you learn how to mod?
Muddling about in the CS, mostly. I skimmed the My First Room tutorial and the official ones by Bethesda, but I either did not understand or did not have the patience to follow them. After those basics I basically just started doing stuff, failing horribly at first but eventually learning from my mistakes.

6. How do you share information and ideas with other mod team members?
Answering other people's questions when they come up. I've also written a few guides and tutorials.

7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?
Primarily instant messaging, like IRC, msn, or the chatbox built into some forum software. I try and answer forum posts, as well.

8. Do you find it helpful to know more than one aspect of modding, such as modeling?
Yes, immensely. I was making an interior/exterior expansion the other day and decided that it would be neat to have a custom candlestick, so I popped into Max and made one. Such a request would probably not have been fulfilled by the community, and certainly not in 30 minutes. Its awesome to not be restricted.

9. How do you approach the work involved in making a mod, either alone or as a member of a team?
Not sure what you mean by this question. Modding used to be my primary leisure time activity, but now I only do it a couple hours a week (due to college). I try to prioritize and do the important stuff first, but I will admit that I get distracted and work on goodies when fancy strikes me. I try to do non-CS stuff, like planing and writing, when I don't have access to a modding computer so that I can dedicate available modding time to actually modding.

10. Do certain parts of the mod have to be done before others?
Definitely. In my experience, I do exteriors first, then interiors, then NPCs, then dialog and quests. Once basic groundwork is laid parts overlap, for instance, I might be working on the interiors of a town as I detail the exterior.

11. Can you describe the normal processes you go through to create a mod?
Too long to list, really :P The idea comes first, I think about it for a good long while and refine it. Then I start playing in the CS - if I still like the idea, and if its feasible, I move it to a mental active project status. I usually do a variable amount of consecutive days of work on a mod before taking a break and tackling something else (be it another mod, some art, writing, website maintenance, etc.)

[edit] Gah, theres a whole 'nother part!

1. What kind of software knowledge do you need to create a mod?
Intermediate Construction Set knowledge is essential, everything else is optional.

2. What are some of the things you should know before you begin a mod?
Whether its possible. How hard it is to do. Whether someone has already done it.

3. What are some things you need to consider when working with a team in a group project?
How much time you have to devote to the mod. What has already been accomplished, what needs to be accomplished, and whether your skillset is necessary. What the atmosphere of the team is (serious and goal-based, friendly and casual, etc.). How well the team aspect of the mod has been thought out, and how it can be improved (e.g. how communication happens, who is in charge of what, etc.).

4. What kind of conflicts or problems are common when creating a mod, either as an individual or in a team?
Allow me to comment on the team, since thats what I have the most experience in. People who join and don't contribute anything (with an optional "omg i so awesome i can model and texture and make quests" before disappearing). People who can't abandon their ego and personal ideas in favor of the team. People who don't do the research and ask dumb questions, or suggest things that are not within the scope of the team. In terms of conflicts, its mostly about the scope/nature of the mod and how it should be organized and lead. Deciding who should work on what can also be an issue, as can merging everything together.

5. What kind of resources do you need to create a mod?
Depends on what you mean by resources ;) I'd say people and ideas are the most important ones.
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helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Mon Mar 14, 2011 11:45 pm

Questions:
1. How do you decide what kind of mod you will do either individually or as a member of a modding team?
2. What kind of information do you need when doing a mod?
3. What kind of knowledge do you need when doing a mod?
4. Where do you find this information?
5. How did you learn how to mod?
6. How do you share information and ideas with other mod team members?
7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?
8. Do you find it helpful to know more than one aspect of modding, such as modeling?
9. How do you approach the work involved in making a mod, either alone or as a member of a team?
10. Do certain parts of the mod have to be done before others?
11. Can you describe the normal processes you go through to create a mod?

1. I see something I think would be great to have in the game or I see a request from someone else that I think might be interesting to do.
2 & 3 go together: the information you need for a mod depends on what type of mod you want and the knowledge stems from the information. For example: if you want to make an uber weapon, you need to know what types of weapons are already there and how to make new ones.
4. There are plenty of resources: the UESP, fellow forum members, various guides, etc.
5. I started out by opening up the CS and seeing how it was laid out. Then I opened up various mods to see how they were done. I read some guides and browsed through the forums. Finally I started making small mods for myself to change things I didn't like about the game and decided that I wanted to release something.
6. I don't work in a team.
7. No one actually mentored me, but I did ask a lot of questions when I first started modding.
8. The more you know, the easier it is to make a mod. If you don't know how to do something in particular, like making a model, you'll have to find it, do without, or ask for help and hope someone makes it for you.
9. I think about a mod idea, then promptly forget about it. :hehe: Actually, this question and #11 are basically two different aspects of one question.
10. Depends on the mod. You can't add dialog or scripts for an NPC that doesn't exist in the mod already.
11. I think of an idea or find one someone suggested; then I plan what it would take to make the mod; I gather up any resources needed (like meshes, textures, icons, scripts, etc.); then I start writing the mod. As I go along, I test it to make sure it works on a rudimentary level. After I'm mostly done, I'll ask my wife to test it and then fix anything she mentions. If it passes beta testing, I write a readme and release it, fixing any bugs or adding features later on.

This is why I love this community. You people are stellar! Thanks for the replies and keep them coming. I've also come up with a few other questions. Some of these may be redundant, so please bear with me as I decide which aspects of modding I eventually decide to focus on.

1. What kind of software knowledge do you need to create a mod?
2. What are some of the things you should know before you begin a mod?
3. What are some things you need to consider when working with a team in a group project?
4. What kind of conflicts or problems are common when creating a mod, either as an individual or in a team?
5. What kind of resources do you need to create a mod?


1. Only how your OS and the CS works.
2. What your limitations are: time, experience, and most importantly, your desire to see a mod through. Don't try to make a TC if you're not going to finish it.
3. How the division of labor will be assigned, who will be the team leader, and how disputes between members are handled. Also, can you work with your fellow teammates?
4. I don't work on teams, so I won't answer that outside of duplication of effort and personality conflicts. As for individual made mods: there are so many mods out there already, that you always run the risk of changing something another mod has changed and causing a conflict between yours and the other.
5. Only the CS unless you're making models or textures, then you'll need a modeling program like 3DMax or Blender for models and Gimp or Photoshop for textures. The biggest resource you need is time.
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Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Mon Mar 14, 2011 5:39 pm

You guys and gals are great! I should get an "A" based on your response times alone. Now comes the hard part. Starting to organize all these separate responses into some sort of sense that I can incorporate into my project. I suppose if homework were supposed to be easy they wouldn't put 'work' in the name. Thanks again.
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Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Tue Mar 15, 2011 12:56 am

Be sure to post your results, I'm excited to see what you come up with :)
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Ryan Lutz
 
Posts: 3465
Joined: Sun Sep 09, 2007 12:39 pm

Post » Mon Mar 14, 2011 6:00 pm

Be sure to post your results, I'm excited to see what you come up with :)

Ah, so you're a glutton for punishment who likes to read poorly crafted and organized term projects? That's ok, I don't have a problem with posting what I come up with. I don't think I've done one of these in 20 years, so hopefully I won't completely screw it up.
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Arrogant SId
 
Posts: 3366
Joined: Sat May 19, 2007 11:39 am

Post » Tue Mar 15, 2011 3:33 am

Ah, so you're a glutton for punishment who likes to read poorly crafted and organized term projects? That's ok, I don't have a problem with posting what I come up with. I don't think I've done one of these in 20 years, so hopefully I won't completely screw it up.


I would also be interested in reading it.
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Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Tue Mar 15, 2011 2:01 am

Questions:
1. How do you decide what kind of mod you will do either individually or as a member of a modding team?

I dream up some impossible scenario and then break it down into managable small parts and start working, then I put it aside for newer and better things.

2. What kind of information do you need when doing a mod?

Information comes usually in the form of inspiration. Sometimes from other games. Sometimes from MW itself.

3. What kind of knowledge do you need when doing a mod?

Artistic knowledge?

4. Where do you find this information?

On these forums if I don't know it myself.

5. How did you learn how to mod?

I wanted to make a game.

6. How do you share information and ideas with other mod team members?

IRC/MSN or Google Wave.

7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?

IRC/MSN or Google Wave.

8. Do you find it helpful to know more than one aspect of modding, such as modeling?

Lol. Well Modeling is my main branch of modding. So yes, being able to integrate what I make with MW is important.

9. How do you approach the work involved in making a mod, either alone or as a member of a team?

Alone until and if anyone wants to help.

10. Do certain parts of the mod have to be done before others?

Yes. first there must be a design phase (Includes brainstorming. Then you test your idea and if it seems like it will work you have a green light to proceed with your normal procedure.

11. Can you describe the normal processes you go through to create a mod?

Design, Lore & concept, In-game art, Testing, Gameplay & story implementation, Testing. Something like that.
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Lucky Boy
 
Posts: 3378
Joined: Wed Jun 06, 2007 6:26 pm

Post » Tue Mar 15, 2011 3:26 am

1. How do you decide what kind of mod you will do either individually or as a member of a modding team?

Brainstorming! I try to imagine how I would like things to be if I were the creator of the game.

2. What kind of information do you need when doing a mod?

It differs. It would be wise to know the lore of a game before you start modding. Knowing the CS and knowing the game-mechanics is also vital.

3. What kind of knowledge do you need when doing a mod?

Depends on what type of mod you're doing.

4. Where do you find this information?

I prefer to learn things myself. I tend to remember them longer.

5. How did you learn how to mod?

It started with the Neverwinter Nights toolkit a long time ago. When I saw that my favourite game had a similar tool, I couldn't resist. During these years there's been a lot of "trail & error" until I finally learnt how to handle the CS.,

6. How do you share information and ideas with other mod team members?

Forums, websites etc

7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?

I would say that the best way is through the forums.

8. Do you find it helpful to know more than one aspect of modding, such as modeling?

Yes it would be awesome if you know all the "ways" of creating a mod. There's always limitations when you don't know things like scripting, modeling and so on.

9. How do you approach the work involved in making a mod, either alone or as a member of a team?

I prefer working alone. How you approach the work ahead of you differs on what type of mod you have in mind.

10. Do certain parts of the mod have to be done before others?

Both yes and no. Depends on what type of mod you're doing.

11. Can you describe the normal processes you go through to create a mod?

I usually like to write a huge list of what's missing and what I'd like to see in the world around me. Then during the process I add / remove things from this "list" until everything's "perfect" in my point of view.
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Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Mon Mar 14, 2011 8:53 pm

Questions:
1. How do you decide what kind of mod you will do either individually or as a member of a modding team?
My ideas come from either playing the game and wishing for a new feature or looking at the mods that have been done and wanting something a little different.

2. What kind of information do you need when doing a mod?
Primarily I'll need technical details such as the scripting functions found in MWSFD and how-to videos on blender. Catalogs of the objects available in the construction set are helpful.

3. What kind of knowledge do you need when doing a mod?
A basic understanding of programming logic is helpful in scripting. Knowing the 3d software of your choice is essential for modeling.

4. Where do you find this information?
I use Morrowind Scripting For Dummies this forum and Great House Fliggerty for scripting and dialog reference. For modeling I look to the tutorials at nifTools.org, blender.org and YouTube.

5. How did you learn how to mod?
I started with a couple of basic tutorials and then added in liberal doses of trial and error. When I found somethign that I couldn't figure out a post to the forums and short wait resulted in answers.

6. How do you share information and ideas with other mod team members?
Through the use of forum threads.

7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?
Personal messages on the forums.

8. Do you find it helpful to know more than one aspect of modding, such as modeling?
Absolutely. Creating a housing mode with a few new items such as a deck of cards or a new desk model really make the work stand apart from the rest. This is one of the reasons that people keep mentionin Koran and Princess Stompers houses when someone wants to know people's favorite. The ability to create dialog, books and scripts change a mod for a static piece of eye candy to an active part of the experience.

9. How do you approach the work involved in making a mod, either alone or as a member of a team?
Chaotically. I'll have a vague idea of what I want and then throw random pieces into it in no preplaned or organized manner.

10. Do certain parts of the mod have to be done before others?
In some cases yes. Objects must be created before they can be scripted. Cells must be made before dialog can be filtered for that cell. It generally works best to create cells, then objects (including npc's) and do the scripting and dialog last. This is only nescissary when one part has a depency on another.

11. Can you describe the normal processes you go through to create a mod?
build something. test what I've build. repair until it tests correctly then and something else and repeat.
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Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Mon Mar 14, 2011 8:25 pm

Wow. That's a lot more replies than I thought I was going to get, especially this quickly. I really appreciate the time that everyone has taken to answer my questions. Thank you. Now I need to find some time to create a spreadsheet or chart that will help me sort the responses. So many classes, so little time.
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Skrapp Stephens
 
Posts: 3350
Joined: Mon Aug 06, 2007 5:04 am

Post » Mon Mar 14, 2011 3:06 pm

1. How do you decide what kind of mod you will do either individually or as a member of a modding team? If I think it sounds neat and plausible, I'll take a whack at it. I do stuff that I am interested in and have a blast creating.
2. What kind of information do you need when doing a mod? A lot of the stuff I make I try to make fit into lore. I read the lore A LOT, I would say that I've become fairly familiar with it. When I read it I pay close attention to what things I think could be modded into the game.
3. What kind of knowledge do you need when doing a mod? I use tutorials when I'm working on particularly tricky stuff like scripting or modelling. Otherwise I have the head knowledge of the CS and Nifskope to make what I want.
4. Where do you find this information? http://www.imperial-library.info/, for lore. And for other things like tutorials and resources I refer to links at this forum a lot.
5. How did you learn how to mod? Taught myself the basics a few years back, and have picked up everything else along the way.
6. How do you share information and ideas with other mod team members? Mainly over the forums and PMs, but I may be moving to Skype or IRC channels if I get a reliable internet source.
7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information? I've only helped on the small scale and so have mainly communicated directly in the forum or through private messages.
8. Do you find it helpful to know more than one aspect of modding, such as modeling? Absolutely, if you want to be able to do things independently and not rely on asking for everything.
9. How do you approach the work involved in making a mod, either alone or as a member of a team? I mainly work alone (unless I make a particular item for someone), so I work on my mod when I have the time. And if it's a big project I just throw effort at it willy-nilly for the most part. If it's a smaller project, then the question doesn't apply as much. I just git-r-done!
10. Do certain parts of the mod have to be done before others? If it is a big project, it is important to get basic planning down first, backround, scale (size), map (for landmass), etc., basic planning. After that is laid out, completion of interiors/exteriors/dungeons should be completed as much as possible before moving on to quests, dialogue. Then during these quests, additional fleshing out of the landscape, dungeons will probably be needed.
11. Can you describe the normal processes you go through to create a mod?
Come up with an idea
Gather necessary resources
Create basic set-up, dungeons, landscape, house
Implement dialogue, quests
PLAYTEST
Clean using Enchanted Editor
Release

I guess that about covers my process, but it may vary from project to project.

I hope that this helps with your project! Good luck, and interesting thread by the way. I'm gonna read through some people's responses.... :ninja:

-Melchior Dahrk
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jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Mon Mar 14, 2011 7:00 pm

(And no smart@$$ comments from you about that one, AOF. Yeah, I called you on it before you could get to it. HA! )


<_<


I will answer your questions maybe later tonight, I cant be bothered at the moment. :whistling:
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Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Mon Mar 14, 2011 9:10 pm

1. How do you decide what kind of mod you will do either individually or as a member of a modding team?

I usually encounter some small thing I want to change or add to my personal game... Then when I've made that, I usually think "That's good, but wouildn't it be cool if..." and then anything might happen. If I had been God, I would have probably created Adam and Eve and the garden, then saw that it was good, and thought "Wow! What a great place for a tyrannosaurus Rex!"

2. What kind of information do you need when doing a mod?

Since I can't do original meshes, I need to know where I can find them as modder's resources.

I need to know if anything similar has been done, and whether or not an alternative is needed. Sometimes a similar mod will have been done, and perhaps wasn't very successful, so it helps to know why it was or was not generally liked.

3. What kind of knowledge do you need when doing a mod?

Of course knowledge of the CS is a good placeto start, then scripting, texturing, or how to adapt things into what is needed. A fair bit of experience with various modding tools and utilities is helpful as well.

Understanding how dialogue and the journal work is usually important as well.

4. Where do you find this information?

Often by trial and error, but more often in tutorials or existing help aids like "Scripting for Dummies". When it's really a tough problem, or outside of experience entirely, the forums are an invaluable source.


5. How did you learn how to mod?

Trial and error mostly at first, then I used tutorials and practice, practice, practice. I made literally dozens of mods of which none were published and most have been just deleted from my computer when I finished them.

6. How do you share information and ideas with other mod team members?

I've never worked as a team member. I tend to avoid that... I think because I would feel restricted by doing an assigned task, and it would then be work rather than play.

7. If someone is ‘mentoring’ you, or vice versa, how do you communicate with them to share information?

I've used MSN Messenger, Skype, and a long time ago ICQ.

8. Do you find it helpful to know more than one aspect of modding, such as modeling?

I wish I could do modeling... but I can't afford 3ds and I have a problem with Blender... That's because I'm legally blind, and when I try to use Blender large chunks of the GUI are invisible to me, but...

The more you know the more you can do, it's as simple as that.

9. How do you approach the work involved in making a mod, either alone or as a member of a team?

For me, it's a hobby, something I do to relax and fulfill my creative side's needs. I suppose I appraich it as someone else might approach building model airplanes or playing golf. I try to set aside time for it, and I work on it until it's no longer enjoyable, or I run out of time.

Sometimes months go by with me doing nothing productive, but this oddly gives me a fresh outlook when I go back to it.

10. Do certain parts of the mod have to be done before others?

If you haave a quest, you generally need some kind of story outline that includes a way to start the quest, what has to be done to complete the quest, and what the player should get out of the experience when it's done.

If you are using scripted items, you usually have to create the items first so you know what object IDs will be used in the script.


11. Can you describe the normal processes you go through to create a mod?

See answer #1... and then...

Imaginative, followed by discovery of feasibility or worth, information gathering, item creation, scripting, dialogue, testing, testing, testing... followed by scrap it and start over or get someone to beta test it.

Then scrap it or consider publishing it.

Since I've only published 3 mods, you can see what usually happens, eh? :)
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Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Mon Mar 14, 2011 7:01 pm

1. How do you decide what kind of mod you will do either individually or as a member of a modding team?
Personal interest: there's something in the game that's not there that I want and no one else has done (or done the way I want it).

2. What kind of information do you need when doing a mod?
Depends on the mod. If it's a quest or companion mod, you need to know how to write a story, how to write dialogue in particular, how real people act, how the culture the character(s) are from will affect them, etc. Since that's primarily what I do, that's mostly the information I need.

3. What kind of knowledge do you need when doing a mod?
How to use the tools, primarily (be it Photoshop, NifSkope, or the Construction Set).

4. Where do you find this information?
Tutorials abound, but these forums have been the primary source.

5. How did you learn how to mod?
Reading a few tutorials, porting my knowledge from my novel-writing and 3D artwork, and mostly trial-and-error.

6. How do you share information and ideas with other mod team members?
I don't much, but when I do, it has been via these or Emma's forums.

8. Do you find it helpful to know more than one aspect of modding, such as modeling?
The mod I am working on is primarily a quest/companion mod, but I'm finding that knowing how to texture and landscape are useful, also.

10. Do certain parts of the mod have to be done before others?
Absolutely. A lot of planning has to go into it before anything is done; my texture work has to be done before I can start the companion; the companion needs to be set up before I can start the quests; etc.

11. Can you describe the normal processes you go through to create a mod?
I touched on this above, but it starts out with a lot of pre-production planning. Outlines, descriptions, notes. Then comes texture work (if necessary). Then comes actual production. Then beta testing. Then release. I haven't actually gotten to those last three steps, incidentally.
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STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Mon Mar 14, 2011 6:15 pm

Sure, this is fun :hehe:

1. Don't really decide, I mostly landscape. The only aspect that really interested me.
2. Well, I need concepts and ideas for places I'm going to build.
3. Only landscaping, and my mind, nothing else :P
4. In my mind, and sometimes few locations from real life or some game inspire me with some ideas.
5. I'm self taught.
6. I used to but they were ripping me off haha. Now I only share with closest members from here. How? See question bellow :P
7. Via skype or msn :ninja:
8. Extremely, but unfortunately I don't :P
9. Relaxed. I always work alone anyway, so I don't make myself a time limit or anything.
10. Depends on what kind of mod are you working on. If you're working on a landmass mod you need to make the exterior 1st, obviously.
11. The 1st couple of processes are most irritating. 1st I imagine what kind of place I want to build. Then I need to scout for resources (since I don't model or texture really, can eventually tweak them a bit). Then organizing them, naming them, and importing them in CS. This is the part where I mostly give up from some mod :lmao: Then the best part comes, which is actually working on the mod in cs.
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josh evans
 
Posts: 3471
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