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I think I'm better off not trying to mod at all


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I'm done I quit trying to do something I just simply can't accomplish. I don't have a team of people that would even think of trying to work with me I don't have the resorces or the knowledge to pull off anything I'm worthless

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Posted (edited)

Modding, as in using mods, is not that hard, but you have to spend some time learning.
Your loss if you quit. You will be missing out on a huge world of content created by some pretty brilliant people......

Creating mods is another story, but obviously doable, again, spend time learning, nothing comes free (work, put in the time necessary).

Edited by DjinnKiller
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Focus on 1 thing at a time, while learning. Do not try to create the mod you want, just start with something that will help you later on to create it.

Like textures, learn how to change or create one of your own, or create a simple static model, etc.

But before you start doing that, try to find and read as much info on it as you can.

It is not all that hard, but it takes time. A lot of time.

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Our Nuke teacher in my 3D class told us that frustration is a good thing, sometimes it is. Nuke is frustrating for sure.  😉  Is frustration really good? 

Well Issacreaper2: I am not sure anything I would say would make you in a better mood really. One of my biggest mods, released 2006, a week before Oblivon came out was frustrating to make, well it was boring really but I felt I had to finish it and it took me 2 years,  back and forth but it ended up in a  Video later on, the 10 best dungeons for Mrorrowind 2017 and it was worth it and honestly, I do think it is the best and most dangerous dungeon I played in Morrowind.  😉 When I think about it, at least most good looking...  But so damn boring to make  😄  I made a lot of funnier mods since then and a lot in between. Not much are available as we uploaded our stuff to sites that do not exist any longer. The dungeon is however

Take a break and get back to it and what is it you fail with in the first place?  What I do know, as I am not a Fallout/Skyrim expert at all is to peek at this video series now, from start to finish and I did learn new stuff in the first episode that I did not knew about. I do consider myself as an Oblivion pro, but a Fallout 4/Skyrim newbie. I do remember 2012 when I first opened Skyrim CK, I failed to create a bloody door, closed it and did not open it again until 2022.  😄  Oblivion in the other hand, I made a lot of stuff 2020-2022 and I feel there is nothing I cannot do for that game. I do also recall the frustration when I first opened Morrowind CS, got a shock and closed it, but I managed to get into a good team, one of the best there was if you ask me and I learned a lot from them.

You need to give some more info if I can give any tips at all, well if I ever can that is. But do peek at Kingath Bethesda modding school, the author of SS2, if you have not seen it and hopefully it might shear you up some or inspire you to continue.  🙂  I do it right now, from part 1. I want to learn everything there is to CK and specially Papyrus as that one gives me grey hairs and is very different from Morrowind/Oblivion scripting. Kingath is very pedagogic.

 

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This happens when you have an idea that is more than your learning motivation. This luckily didn't apply to me, but I've seen a lot of people stuck here. There is nothing you can do to bypass the learning curve.

My advice is to work on your projects even if you never finish them. It is very likely that what you learn will be useful for another project in your future.

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On 5/31/2024 at 10:45 PM, Issacreaper2 said:

I'm done I quit trying to do something I just simply can't accomplish. I don't have a team of people that would even think of trying to work with me I don't have the resorces or the knowledge to pull off anything I'm worthless

First, manage your expectations.  Second, comments like "I'm worthless" are defeatist in nature and will not serve you well in your journey.  If you lack the knowledge to accomplish something, then invest in acquiring the necessary knowledge.  For example, you have inquired into making a race for FO4 and you have inquired about making a DLC sized mod for the game.  Since you have no posted /published mods, it is likely you have very little experience making mods, which is okay as we all have to start somewhere.  I would encourage you to start small , gain experience, increase your confidence and work your way up to larger more complex projects.  As the Creation Kit is going to be one of the primary tools to understand and use, I'd recommend starting there.  Pellape has already linked to kinggath's Bethesda Mod School series so this is great place to start.  Seddon4494 also has a youtube channel dedicated to accumulating as much Creation Kit and GECK knowledge as possible. Also, a good place to learn and practice.  Understanding the concept of "reverse engineering" can be quite useful.  For example, look at the super mutant race in the Creation Kit and see how it was implemented. Reverse engineering can help you understand what tasks are necessary and any relevant sequencing that you might need.  Online courses in Project Management Fundamentals can also be helpful in planning and managing your respective projects.  Lastly, circling back to managing your expectations.  Creating a new race for FO4 will require mastery of skills outside of the Creation Kit namely 3d modeling.  This is a complex topic on its own so be prepared to spend many hours (perhaps hundreds of hours) becoming proficient.  Not trying to discourage you in the least but you will likely need a large investment in time to become a proficient in the Creation Kit or 3d modeling package.  In summary, start small , gain experience, increase your confidence and work your way up to larger more complex projects.  Best of luck in your journey.

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The question is: Why?

Why do you think that you might be "better off"? You never will be. Being able to change or add anything you want (ultimately) to a game you like is 'unbeatable'.

Sure, prior knowledge of scripting/programming, Databases, 3d modelling and/or graphics manipulation helps. A lot. So work on those skills if you don't have 'm. Step by step. (and not all at the same time! )

 

Take the project you have in mind and cut it up into small pieces. The size of a single, simple, script/texture/3d model. Change a single setting for a weapon or armor. Create a simple, 1 room, cell and add a load-door somewhere to access it. etc.

 

Starting big is starting to fail 😛

For example, don't try to totally change & modify an internal cell until you know pretty much all about its mechanics. You need a clear sight at what needs to be done. Otherwise you are doomed to make mistakes or forget stuff or do things the wrong way & all your work was good for the experience ... and the trashbin.

 

May I ask what exactly are (or where) you trying to accomplish?

We (as in: the community) might be able to give some (better) advise or pointers on how to get there. 'cause, "modding" can be pretty much anything. Changing a few stats doesn't require any graphics or 3D skills. When using xEdit to do so, it doesn't even require any knowledge of CK. So what ever skills you need, depends on what exactly you want to do.

 

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Modding isnt for everyone. It took me 3 months to get the hang of it as a beginner with zero experience. Theres all sorts of stuff Ive learned over the years and still a bunch of stuff I dont know and likely will never have the time to learn them because life is busy. I started with xedit because its easy and more organized to my brain than the creation kit. I recommend just messing around seeing how the game records are set up maybe look at other mods and see how they set things up. My first mod was an update of another mod and it wasnt perfect but as you learn you can go back and fix those things.

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Posted (edited)
1 hour ago, Moksha8088 said:

Fallout 4 updating has killed off my ability to play a modded game.  It was fun for the years it lasted.

The update didn't kill anything as long as you stay on old-gen.

But, the TV show brought a whole slew of new gamers to FO4, and when they try to manovuer  between old and new gen mods, chaos is asured.
Why the fcuk did Todd have to release this new-gen now, a pile of shite adding nothing but crap.
Nuking Fallout London days before release, creating chaos and confusion for new players.
How this dude has kept his job all this years is an enigma to me.

Edited by DjinnKiller
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