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NEW MOD!-PROJECT SCL!


Guest Some Guy

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Some Guy and TheFly, just because this is your mod thread doesn't mean you can ignore the rules on spam. Please cut back on the one liner posts where you're basically just chatting with eachother. That sort of thing can be kept to PM. Thanks.
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Hy guys. sounds like a pretty cool mod. Everyone who keeps saying it will never work and noone will download it, well it hasnt even been made yet! Give these guys a chance, it sounds like it will be pretty cool

 

Oh and by the way, if you want i could help with some interior/exterior designing, as i know how to. but i cant do any scripting or quest editing.

 

Hope it turns out! :D

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1) Your spamming is painful to read. You would probably have a better chance of finishing this project if the discussion thread had more content than arguing over who has to welcome the new members.

 

2) You're worrying about signiature designs. This should be your last priority.

 

3) You're counting on members who are already involved with another major project. I wouldn't count on Septim741 to actually contribute much, very few people have anywhere near enough time to work on two large-scale projects at once.

Do you have to always have to critisice our project?and put everything in point form?

and besides Some Guy and I are working on the mod every chance we get.

 

 

1) It's my job to criticize your project. If you don't want me to complain, stop doing things wrong.

 

2) Your forums are a waste of time. What you need is organization for your team members, not 15 different places to discuss the non-existent information you've released to the public. And especially not a pile of general Oblivion forums to repeat the exact same threads you find on every other Oblivion forum out there. Focus on what's important and getting it done, or you're never going to have a finished product.

 

3) When you say "The only people that fully understand the mod are Some Guy and Me.", what you really mean is "this mod is a hopeless cause, don't volunteer to help us". It's terrible communication skills and organization, nothing more. Every single member of your team should understand the mod and how their parts fit into it. You should consider it a personal failure as a team leader that your members are still confused.

 

4) Your item ID naming conventions suck. Fix them, or wish you had in a month when nobody can remember what the item ID you're looking for is. Or maybe you'll discover this when it's time to merge all the work your wonderful volunteers have done, and you discover that you have overlapping names, and need to redo thousands of objects to fix it. Enjoy!

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Huh

and Some Guy and I are the only ones in the team using the CS at the moment

 

Did I say you were allowed to make excuses? You are wrong, period. Who cares if you're the only ones using it now, it's incredibly short-sighted to skip over having working naming conventions just because you don't need it yet.

 

Here's an example, since you're too lazy to do it yourself:

 

SCL_objecttype_objectlocation_objectname

 

 

And then name it so your team members can actually read it, no "AAAAAaaaaFFFA" idiocy:

 

SCL_NPC_CapitalCity_Peregrine (An NPC, indexed by region)

 

SCL_Weapon_Universal_IronSpear (A generic weapon found in many locations)

 

SCL_WeaponUnique_CapitalCity_PeregrinesSpearOfDoom(Iron Spear) (A specific NPC's unique weapon)

 

SCL_WeaponUnique_CapitalCity_PeregrinesSpearOfDoom.nif (model and texture files for the NPC's weapon)

SCL_WeaponUnique_CapitalCity_PeregrinesSpearOfDoom_blade.tga

SCL_WeaponUnique_CapitalCity_PeregrinesSpearOfDoom_handle.tga

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Did I say you were allowed to make excuses?

Did i say i cared what you thinked.

 

 

See above. Since I'm a kind and understanding person, I gave you some nice examples. Follow them, then credit me in your readme for saving you countless hours of frustration. If you ignore that advice because you "don't need it", you will regret it, and your project is a hopeless cause.

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