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Modding help required for a total newb...


Squiggoth_the_mighty

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as per my hello (see this thread) I'm completely new to the modding scene on Oblivion, having only recently acquired a PC capable of running it and having bought it for the Xbox (incidentally I prefer the PS3, but lets not go near that one :biggrin: ), and I've decided to dive in with my first mod ever.

 

Now I think I've picked up some of the principles (i.e. Tamriel cells are the outside world and BrumaWorld cells, for example, are the town interior and what can be seen from the inside), but I have no experience with 3D modelling or anything substantial in the way of texturing. Hence the first mod is to be a location.

 

 

Preview;

 

http://i4.photobucket.com/albums/y142/squig/TESForum/CastleOTMpreview.jpg

Castle Exterior - all static architecture atm...

 

http://i4.photobucket.com/albums/y142/squig/TESForum/CastleUTMpreview.jpg

Castle Interior - all static architecture atm with some static furniture and weapons/items, more below...

 

http://i4.photobucket.com/albums/y142/squig/TESForum/CastleUTMMageQuarterspreview01.jpg

Mage Quarters, Bookshelf - Range of Books with no repetition...

 

http://i4.photobucket.com/albums/y142/squig/TESForum/CastleUTMForgepreview01.jpg

Castle Forge - all static architecture with 50% intended static furniture and weapons/items atm...

 

http://i4.photobucket.com/albums/y142/squig/TESForum/CastleUTMForgepreview02.jpg

Castle Forge - including TEST guard with vanilla armour...

 

http://i4.photobucket.com/albums/y142/squig/TESForum/CastleUTMGuardpreview01.jpg

http://i4.photobucket.com/albums/y142/squig/TESForum/CastleUTMGuardpreview02.jpg

Castle Guard - Quick views to demonstrate the idea...

 

 

The intent is to build a quest with the end result, a PC owned Castle with full recruitable NPC staff, property improvements (Forge, Throneroom, etc, etc...), a few secrets... and some custom armour/weapons which I will need help with. I'd ideally like to restrict PC access until the main quest is almost over and allow the PC to form a party with his/her guards to go dungeoneering (or whatever), in fact there is a lot I would love to do but don't know how... I've downloaded the NPC guide and the beginner Modder guide, but I need more.

I'm working on a basic Oblivion ESM to help minimise running issues... erm, not sure if any more info is needed.

 

Can anyone help in general, collaborate or offer their services in the custom armour/weapons department...

 

Cheers Dan

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Im new to modding myself, curently working on my second mod. I know there are some guides to texturing and such, I havent looked at those too closely, I have had little need of such things so far so I cant give any advice there. As far as the rest goes I would suggest delving into actual quests when you are trying to figure out how to do something you dont yet know how to do. Your mention of recruitable ncp's towards the end sounds alot like what can be found towards the end of the "Knights of the Nine" mod. You might look at the scripts there and see how they accomplished what they did, and borrow some of those ideas.

 

In general thats the best way to figure out how to do something that you want to do. Find something thats similar thats already been done, and see what you can learn from it.

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Most of the stuff related to quests and making companion options available at the end require some basic knowledge of game scripting.

 

For the quest, it's usually a good idea to take a few moments to outline it all by defining quest stages and journal entries for those that require them. You may even want to create a smaller mod just to work out the mechanics of how quests work before trying to do it in a mod you've already spent time on. It's also a good idea to discuss specifics of your quest, particularly those things that aren't simple "go here, talk to that NPC, retrieve that item" kinds of steps.

 

For the companion stuff, most of this is setup using AI packaging, scripting, and dialogues. It can be rather daunting at first, but is fairly straight forward if all you're wanting the companion to do is either; follow you, wait at current location, or return home. Again, I would suggest doing it in small scale, like just a random NPC somewhere you talk to, who performs the same companion actions without any of the quest stuff. Once you have it figured out in one place, it's usually not hard to move it over.

 

If you havn't been, it's probably a good idea to start making backups of your mod, it's not hard to make a mistake somewhere that ends up making the whole mod garbage.

 

Finally, you don't need to know how to texture or make new meshes to make good mods. Some of the best mods are made with only the standard objects. You seem to have cluttering down pretty well, that's a rare talent in and of itself.

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Thanks for the advice both, but what is cluttering?

 

I think he just means the placement of various items that arent necessarily essential to anything inparticular but really make an area look good.

 

Books, tables, chairs, pictures, etc. would fall under the category

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Cheers Stars... just tried to test the esp in game and I got nothing.... not even the NPC placed right outside the sewers. >:(

Whenever doing anything with an NPC, make sure you are creating a new form (editor ID) for that NPC, and double check all AI packages to ensure that the NPC will be at the spot you place them. If you copied from an existing NPC, the packages get copied too.

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Cheers Stars... just tried to test the esp in game and I got nothing.... not even the NPC placed right outside the sewers. >:(

Whenever doing anything with an NPC, make sure you are creating a new form (editor ID) for that NPC, and double check all AI packages to ensure that the NPC will be at the spot you place them. If you copied from an existing NPC, the packages get copied too.

 

i deleted all the ai packages before placement, to prevent movement but i couldn't find my castle either.

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