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How To Become A Modder


simplywayne90

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Awesome thread man, your description at the begining descreibes me perfectly. I have good ideas, but yes sadly I have to make requests and I know how difficult it is to create mods, so I feel bad asking lol. Im gonna start downloading these programs and get my ass to work, im glad that the basics are right here in this thread... I have too much damn free time on my hands now anyway! Cheers
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Wonderful I look forward to seeing your work pay off in the future, should you need help just stop by here or ask another modder, since the community is worldwide theres always someone online to help you and most modders are willing to help people who ask in a decent way. (I CAN HAZ AK-47!!!!? is not a decent way to ask.)
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  • 3 weeks later...

Is 3DSMax a necessity, or will Maya do as well? From my understanding, they use the same formats, only difference is, I've only used Maya and Mudbox for the past 4 years.

 

No 3DS isn't required, otherwise there'd be a lot less content available since 3DS is expensive I hear.

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No 3DS isn't required, otherwise there'd be a lot less content available since 3DS is expensive I hear.

 

Oh, they're both plenty expensive, but they can export models just fine in the student editions, which are like a 13 month free trial. Whenever you use the mb or ma that you saved in Maya Student Edition, it gives you a popup saying that it was from the student edition. This is just so that you don't try selling models to developers that were made for free. But if you can shell out 100 USD for Topogun, you can just import the 3DS or Maya model and rework it in there. Not only does that help you cut down the polycount where needed, but re-organize them too. If you're not familiar with the program, it lets you create a new mesh over the form of your old one.

Edited by Jeffman12
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Oh, they're both plenty expensive, but they can export models just fine in the student editions, which are like a 13 month free trial.

Whenever you use the mb or ma that you saved in Maya Student Edition, it gives you a popup saying that it was from the student edition. This is just so that you don't try selling models to developers that were made for free.

But if you can shell out $100 for Topogun, you can just import the 3DS or Maya model and rework it in there.

Not only does that help you cut down the polycount where needed, but re-organize them too. If you're not familiar with the program, it lets you create a new mesh over the form of your old one.

 

Very cool, well I hope to see from you more often Jeff, If you ever need assitance with modding I do beleive there are several veterns invloved in this thread and other threads of mine that you could ask for assistance.

If its modeling you need help with then pm one of the people from my "Modders Resources and New Models" thread, as those 4 or 5 guys all seem rather talented and have made quite a bit of content.

 

I don't know any good scripters unfortunately, I wish I did....as that seems to be the lifeblood of a good mod (And I have 2 dead mods because I can't ever find a person willing or who can script)

As for retexturing and things, will it seems there are lots of people who do that even if they don't make mods, a lot of people do it just to customize thingss for themselves.

Edited by simplywayne90
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Since you've requested advice for getting into scripting, I thought I'd share some of what I've learned.

 

Starting with the basics, Cipscis has written some tutorials to cover most, if not all, of it at Cipscis.com. Although I've never really gone through his tutorials, many people have learned GECK scripting from there. (Since he wrote it all after I'd picked up the language, I had to browse through the scripts in Fallout.esm to see how it all works.)

 

After learning the basic structure and some routine scripts, look through the Scripting section of the GECK wiki. Of particular interest is the Functions page. Also of interest, for clarity, is the FOSE/NVSE documentation. (Since that list doesn't contain NVSE-only functions, see the thread at the Bethesda forums.)

 

Here's some general tips for working out novel, unique scripts:

  • Make a list/tree of what your script will do.
  • Start with the most critical operations. (How do I turn it on/off?)
  • If possible, implement new operations completely and one at a time.
  • Test often; get it functional, then try it out. If it's not working correctly, it'll be easier to find the problem. I made a mod, Auto-QuickLoad, specifically to speed up the script testing process.
  • Keep comments minimal. Leaving comments for ease of finding a certain section, or keeping track of number codes, is good; commenting every line to describe your processes will be more confusing than helpful.
  • Unless opening more than one script editor, keep the entire script within one file until it's too large.
  • Develop your own style to make it easier for yourself to read and write; capitalize, name variables, use parentheses, abbreviate, and indent all how you like. (You're the only one that matters, as long as the script works.)

 

That's about all I can think of for now. I hope it helps.

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Since you've requested advice for getting into scripting, I thought I'd share some of what I've learned.

 

Starting with the basics, Cipscis has written some tutorials to cover most, if not all, of it at Cipscis.com. Although I've never really gone through his tutorials, many people have learned GECK scripting from there. (Since he wrote it all after I'd picked up the language, I had to browse through the scripts in Fallout.esm to see how it all works.)

 

After learning the basic structure and some routine scripts, look through the Scripting section of the GECK wiki. Of particular interest is the Functions page. Also of interest, for clarity, is the FOSE/NVSE documentation. (Since that list doesn't contain NVSE-only functions, see the thread at the Bethesda forums.)

 

Here's some general tips for working out novel, unique scripts:

  • Make a list/tree of what your script will do.
  • Start with the most critical operations. (How do I turn it on/off?)
  • If possible, implement new operations completely and one at a time.
  • Test often; get it functional, then try it out. If it's not working correctly, it'll be easier to find the problem. I made a mod, Auto-QuickLoad, specifically to speed up the script testing process.
  • Keep comments minimal. Leaving comments for ease of finding a certain section, or keeping track of number codes, is good; commenting every line to describe your processes will be more confusing than helpful.
  • Unless opening more than one script editor, keep the entire script within one file until it's too large.
  • Develop your own style to make it easier for yourself to read and write; capitalize, name variables, use parentheses, abbreviate, and indent all how you like. (You're the only one that matters, as long as the script works.)

 

That's about all I can think of for now. I hope it helps.

 

 

 

oooo a quick load mod .. where has it been all of these years this will speed up my work by 30 % lol

thanks

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