Guest deleted2159825 Posted August 8, 2013 Share Posted August 8, 2013 If you're open to advice, here's mine: - Save your masterpiece for later. What you've described would require considerable time and expertise, and you'd be well served to get some small mods under your belt first.- You can start laying the framework for your story in smaller mods through foreshadowing. This is exactly what I did with New Vegas Bounties.- If you want to see your creative vision come to life, you'll have to make the first step. Once you've demonstrated you possess the dedication and expertise to release an extant mod (even if it's small), more modders will be willing to assist you with future endeavors.- If you're new to the GECK, start with this tutorial, and then follow it to the letter. You can then plug in your own content when it's done. If you're still dead-set on tackling a DLC in your first outing, consider the fact many mod authors began with small to mid-sized projects. For example:- Dog City Denver by rjhelms, who went on to create Beyond Boulder Dome- Project Genesis by AJV (and gunmaster95?), who then created DEIMOS and Falskaar- A Note Easily Missed by Puce Moose, who's created some of the most cerebral, thought-provoking mods to date (he's a damn prodigy)- The Rockwell Descent by Dylan Hollis/JacobWhinwright, who later produced The Rockwell Pursuit- Strangers Abroad by Surgical Scar, who has since added new chapters (all in all, very underrated mods) As for me, I actually started attempting to recreate the Siege of Malta (16th century, not WWII) for Oblivion. It was a bloated disaster that I ultimately removed from the Nexus. I benefited greatly by focusing on learning the basics of quest design by way of a tiny niche mod, The Duelists. Whatever its fault, it is more or less unique (and insane). Keep it small, keep it tight, and focus on making it playable. Then you can paint the Sistine Chapel. ;) That's my two cents. Link to comment Share on other sites More sharing options...
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