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Should I Continue My Mod?


MadMike710

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I've been working on a mod for about 4 days (mainly because I couldn't decide which buildings to use, I kept making the whole thing then deleting it).

It adds a house to the Waterfront, it adds a little island just between the Waterfront and the land at the opposite side with a house on it.

2 bridges connecting it (doesn't look too good atm) and inside it's dark with a few candles and a fireplace, also an Altar of Enchanting and an Altar of Spellmaking. Not much right now because I just started making the interior.

 

So today I got the idea to search just to make sure nobody else had the idea already and I found this:

http://tesnexus.com/downloads/file.php?id=7719

:(

 

Ask if you want some screenshots or if you want to help me with mine. I lack inspiration at the moment and I think somebody else could do a much better job than me.

I was wondering if I should continue with mine or just scrap it?

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The more mods the merrier. If you are having fun making your mod, it doesn't matter how many similar mods there are and how many mods it conflicts with. Go ahead and make your mod and upload it. Then some other people will enjoy it too.
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Why exactly would it matter if somebody else made a mod similar to it? It isn't identical and if yours does something the other does not or is just simply different in some way that you like, chances are there are a few others out there that might also like it....maybe they don't even know about the other mod. I don't have that mod.

 

Why care if it could potentially conflict based on location? Simply note in your readme / description in the Known Issues section that mod xyz is not compatible. Just because there is a large gorilla in the room (like ooo) that modifies leveled lists, you shouldn't write off what you are doing because it would be incompatible with another mod...even one like ooo. Not everybody uses the conflicting mod and may enjoy yours better.

 

Bottom line, if you want to make a mod, do it. If you feel like sharing it, do it. Just remember that if you stick your neck into the public scene, you are bound to encounter the occasional immature form of humans and will need to be prepared to ignore them and take what is said with a grain of salt. Just because somebody drives down the road and yells out the window that I'm an idiot, it won't make me think that I'm an idiot or whatever it was they were saying...they are just driving by and yelling out the window. Just keep that in mind if you release mods with comments enabled. Feedback is great but you need to take them all with a grain of salt and decide what is valuable to you.

 

LHammonds

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Wow. To be honest I didn't expect such positive and meaningful input, thanks. :D

 

Ok, I'll continue. But there's nothing special about it, nothing unique. It's just a Skingrad house on an island, and the island doesn't look great either, I'm no good with Landscape.

 

When I upload it I'll post the link here and maybe somebody could check it out and give me some advice? Maybe even help make it?

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Everyone starts somewhere...or they never start at all.

 

I have yet to see a human spring out of his mother's womb being able to paint a Mona Lisa the moment a paintbrush is stuck in his/her hand. ;)

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Hmm. :)

You, LHammonds, are very good with words.

I can't seem to upload anything right now.

I'll try again tomorrow.

Thanks for the support.

 

I didn't think this question was important enough to be in a new thread so I'll post it here:

In Scripting (Oblivion), how do you execute one script inside another? If you can...

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I'll be your personal go-to guy for anything you need, my friend. I enjoy helping others as much as I can, and have been meaning to come out with tutorials anyways.

 

I'm not to sure what you mean by the scripting thing though.. Do you mean, like.. Having two different Begin functions?

 

Such as

Scriptname MonkeyFeetBananaPeels

Ref MonkeyNinjaRef
Float MonkeyToes
Short ToeCount
Short FrostBiteStage

Begin OnLoad
    Set MonkeyToes to MonkeyBananaRef
    Set ToeCount to FrostBiteRef
    Set MonkeyNinjaRef to StephenKingRef ;Don't take it personally, I love his books.
End

Begin OnActivate
    If ToeCount == 9 && FrostBiteStage == 0
         Messagebox "You have begun to acquire frostbite, and must soon suck on spider legs to stop the progression of jello loss."
         Set FrostBiteStage to 1
    Elseif ToeCount <= 8
         Messagebox "You're not sucking on enough spider legs! Get the mirror out of your loincloth and jump over that can of SPAM ALREADY!"
         Set FrostBiteStage to 2
         Set MonkeyToes to MonkeyToes - 1
    endif
end

Begin GameMode
    If FrostBiteStage == 2
           MonkeyNinjaRef.Enable
           MonkeyNinjaRef.StartCombat Player
;            MonkeyNinjaRef.ThrowPoo (Not an actual function)
     endif
end

 

As you can imagine, none of that was intended to make sense. And the reason being that it tells a story of randomness within the script itself, but allowing the ability to see how the progression from function to function is made in a funny and less confusing way. If something is not supposed to make sense then if someone gets confused they won't overthink about it and thus confuse themselves worse rather than look at it in a simple way.

 

Anyways, the whole Begin OnLoad (Begins first time it is loaded in its cell)

and Begin OnActivate (When the player "touches" with spacebar whatever the script is attached to.)

and Begin GameMode (To always be read and continually read for updates so as soon as it can happen it does.)

 

are three different Begin Blocks, and in one script. I suppose you can say in a way they are three scripts in one, and all communicate with each other.

 

Is that more of what you were looking for?

 

Anyways, with anything else just feel free to shoot me a PM and I'll do whatever I can to help! I check PMs more than I do formerly visited posts.

 

Be well, sleep well, fight well, live long.

~Ranokoa

 

PS: If there should be any error in that script it is only because I confused myself too early in the morning.

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