DarkSpyda04 Posted July 23, 2013 Share Posted July 23, 2013 Hello. I came here on part of seeing just how stupid I am. So I'm writing out a story and noting every step of the way how it could unfold during gameplay. Within, I have a great sense of mystery and an interesting plot although you can't take that for granted because you haven't even seen it yet. Now I'm planning scenes, simple scenes where in real-time the character your talking to ends the dialogue sequence and breaks down in tears before telling a story outside of the conversation dialogue. This is only one thing I want to do and it's not even one of the crazier things I want to pull off. Yet, I've never made a single mod for Oblivion, I don't know anything about the scripting language for Oblivion, how difficult it is to make even the simplest quest mod, or even how long it would take me, and what kind of stress it would put me through. Oh yes, and I'm also expecting to get a professional-sounding voice actor with the right voice and audio quality to record thousands of lines for zero pay. So, what advice do you guys have for me? I take it I'm not the first to really want to try something this stupid. Link to comment Share on other sites More sharing options...
modder3434 Posted July 23, 2013 Share Posted July 23, 2013 Well..stupid is not the right word...ambitious would suit your plan better. :thumbsup: As for the possiblity of getting all of that to work...without any prior experiance....hope you have soundproof walls and a lot of bourbon. cause you'll be doing a lot of this :wallbash: followed by this :sweat: when it works. Its great that you want to pull a mod like this off, but I would suggest putting it on the back burner for a few months and create and release some minor mods to ease into the modding scene and gather that experiance with the tools of Oblivion. Link to comment Share on other sites More sharing options...
DarkSpyda04 Posted July 23, 2013 Author Share Posted July 23, 2013 And all for a story I wanted to tell... somehow I knew it'd take a few months of learning. It's to be expected. Well at least you're supporting the idea of what I'm trying to accomplish. I would've told myself that I'm stupid for trying and stupider for being so doubtful in myself. I don't have in mind any simpler mods I could create at the moment but I could test one particular mod out to see if it works and then move on to the next until I've learned everything I need to know, kind of like what I've been doing with 3D modeling lately. I suppose it does sound feasible even though I've made a habit of biting off more than I can chew in the past. Still not sure what I'll do about the voice acting though if I manage to get that far. I was kind of hoping that people would be excited to contribute after I've made a bit of progress that I could show off. Without that it really kills off the atmosphere I'm trying to set. Now if Oblivion played more like FFVII in the sense that it didn't even need voice acting to be immersive than I'd be all-set but in Oblivion you speak to NPC's directly. It's a whole different ballpark. I just know this one's gonna bite me in the rear later. And is it odd if I imagine myself writing/reading this text like Edward from Full Metal Alchemist? Because that's kinda happening right now. Link to comment Share on other sites More sharing options...
modder3434 Posted July 23, 2013 Share Posted July 23, 2013 ehh..I don't think its odd. As for the voice acting...I could do it, I do have a decent mic and do like to record myself talking (yea I'm that type of guy). As for minor mods...make a mini mod for each part of your grand mod that covers a diffrent mecanic:-such as do a mini follower mod to figure that out-make a mini converstion for a npc to work on dialoge and speech trees.- make a mini quest of "go kill that guy or get that apple" so you learn how to make a quest That way, when you go to work on your Grand mod, you'll know how to do the basics. just my two cents. Link to comment Share on other sites More sharing options...
DarkSpyda04 Posted July 23, 2013 Author Share Posted July 23, 2013 You could do it, only I need a girl to do the voice acting :laugh: You don't even know just how convoluted this plot is becoming. It's like watching Inception. You'd really have to be paying attention to what's going on but it all makes sense. Otherwise I can picture a lot of people scratching their head I love it. What? So you cast illusion on the character's emotional manifestation and the world dissolves into the void? It all makes sense! It tell ya I really enjoy the story-writing and that's exactly why I want to see a playable game scenario. So people can experience a mod that's well... not your average mod. The only question is whether I have the determination to go from "story on paper" to "finished product". Mini mods is pretty much the idea I had in mind but thanks to your input I'm a bit more actuated to that particular method. Even if this mod doesn't get anywhere at least I'll know I tried. Thanks for the support. Link to comment Share on other sites More sharing options...
nuska Posted July 24, 2013 Share Posted July 24, 2013 (edited) I'm not going to shoot down your idea, but I will say this, having dabbled with TES mods since 2007 and gone through game development studies watching people jump straight into very ambitious projects: Start out small first and learn the tools and their limitations, then assess how much you are factually able to do with them and how long it's going to take, then add half more to your general time estimate for trial and error and things breaking horrendously (it WILL happen) and the subsequent fixing. Then, if you still feel like it's reasonable, go for it. I would really highly recommend though that instead of going in with a general 'blanket' idea or end result goal solely in mind you think of the project in terms of technical tasks you need to do, and be 100% certain and familiar with the HOW before you start tackling the WHAT and asking other people to dedicate their time into it. Very few people intend to do 'average' mods, however in order to excel you need to master the basics first, that goes for anything. :smile: I didn't start out revamping entire graphical elements of the games, I began from figuring out how the textures and meshes are set up and experimented with them until I really understood how they worked, THEN set out to do the big ambitious things - and this process actually took years until I started releasing anything substantial, and even after then the first year of releasing mods turned out to be more trial and error and learning instead of totally finished things. Baby steps. Edited July 24, 2013 by nuska Link to comment Share on other sites More sharing options...
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