ecutruin Posted December 8, 2015 Share Posted December 8, 2015 Modular makes it easier to do as a team, the CK/GECK/Construction Set does not merge mods very well so only 1 person could make changes to the main esm/esp at a time. Modular allows for team members who work on different modules at the same time, so whoever deals with weapons can be making adjustments while the guy that does armor is also making adjustments. Otherwise you would use FO4Edit to merge and that will be a pain in the backside to remember every change and hope the merge doesn't stuff things up. If he was making the mod all by himself then yeah modular is more of a hassle but in a team it makes it simpler. Actually breaking the project up into modules makes perfect sense. However, there is a difference between breaking the project into modules and making the project modular. I'll give an example from what I want to do. One aspect of the overhaul I intend on making involves overhauling the way resources are handled within settlements. Instead of food just giving you a food rating, it would actually store the food items in the settlement's stores and NPCs would eat as needed depleting said stores. The food value shown would give you an idea how well the settlement is doing in terms of that. Now, I will likely be making completely new farming objects to work off of this as I go. I'll be breaking up the project into modules which handle different factions and such to allow you to get started sooner. However, each module will still depend on a core functionality to work and you cannot have say the new structures without said core. Could I make it work with the current food system and then do something special when working with mine? Sure. However, that would mean I'd have to essentially make the module twice. One for my system and one for the default. How easy this is to do depends on how intertwined my various systems end up being. See what I mean? I could do this still, despite the issues...but doing so means it takes time away from other projects and since its essentially two mods, there is essentially twice (or more) the chance of bugs appearing. All in all, its not truly a better option. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted December 8, 2015 Author Share Posted December 8, 2015 Modular makes it easier to do as a team, the CK/GECK/Construction Set does not merge mods very well so only 1 person could make changes to the main esm/esp at a time. Modular allows for team members who work on different modules at the same time, so whoever deals with weapons can be making adjustments while the guy that does armor is also making adjustments. Otherwise you would use FO4Edit to merge and that will be a pain in the backside to remember every change and hope the merge doesn't stuff things up. If he was making the mod all by himself then yeah modular is more of a hassle but in a team it makes it simpler. Actually breaking the project up into modules makes perfect sense. However, there is a difference between breaking the project into modules and making the project modular. I'll give an example from what I want to do. One aspect of the overhaul I intend on making involves overhauling the way resources are handled within settlements. Instead of food just giving you a food rating, it would actually store the food items in the settlement's stores and NPCs would eat as needed depleting said stores. The food value shown would give you an idea how well the settlement is doing in terms of that. Now, I will likely be making completely new farming objects to work off of this as I go. I'll be breaking up the project into modules which handle different factions and such to allow you to get started sooner. However, each module will still depend on a core functionality to work and you cannot have say the new structures without said core. Could I make it work with the current food system and then do something special when working with mine? Sure. However, that would mean I'd have to essentially make the module twice. One for my system and one for the default. How easy this is to do depends on how intertwined my various systems end up being. See what I mean? I could do this still, despite the issues...but doing so means it takes time away from other projects and since its essentially two mods, there is essentially twice (or more) the chance of bugs appearing. All in all, its not truly a better option. Totally agree my friend. I've also started down the road to introduce some of the elements you've mentioned when it comes to farming. My plan is to make a solid core that acts as a mini DLC of sorts.. and once the framework of that is complete... building modules to let you do other things with that core. Right now I have armor, weapons, outfit, misc crafting along with new resources (charcoal, iron, Chrysotile, Sulfur, milk, non-irradiated meats/food, organic crops (non-irradiated), new generators, water purifiers (that give you purified and dirty bottled water, new recipes, etc. I have it where you can weave ballistic fiber and apply it to all of your outfits/armor, you can wear outfits under armor, etc. So much to do. Anyway, I really want to make this enhance role playing and questing in a 1,000 different ways without you needed 50 mods to do it. If you ever like to collaborate on this, let me know. Good luck with your mod! Link to comment Share on other sites More sharing options...
ecutruin Posted December 9, 2015 Share Posted December 9, 2015 Modular makes it easier to do as a team, the CK/GECK/Construction Set does not merge mods very well so only 1 person could make changes to the main esm/esp at a time. Modular allows for team members who work on different modules at the same time, so whoever deals with weapons can be making adjustments while the guy that does armor is also making adjustments. Otherwise you would use FO4Edit to merge and that will be a pain in the backside to remember every change and hope the merge doesn't stuff things up. If he was making the mod all by himself then yeah modular is more of a hassle but in a team it makes it simpler. Actually breaking the project up into modules makes perfect sense. However, there is a difference between breaking the project into modules and making the project modular. I'll give an example from what I want to do. One aspect of the overhaul I intend on making involves overhauling the way resources are handled within settlements. Instead of food just giving you a food rating, it would actually store the food items in the settlement's stores and NPCs would eat as needed depleting said stores. The food value shown would give you an idea how well the settlement is doing in terms of that. Now, I will likely be making completely new farming objects to work off of this as I go. I'll be breaking up the project into modules which handle different factions and such to allow you to get started sooner. However, each module will still depend on a core functionality to work and you cannot have say the new structures without said core. Could I make it work with the current food system and then do something special when working with mine? Sure. However, that would mean I'd have to essentially make the module twice. One for my system and one for the default. How easy this is to do depends on how intertwined my various systems end up being. See what I mean? I could do this still, despite the issues...but doing so means it takes time away from other projects and since its essentially two mods, there is essentially twice (or more) the chance of bugs appearing. All in all, its not truly a better option. Totally agree my friend. I've also started down the road to introduce some of the elements you've mentioned when it comes to farming. My plan is to make a solid core that acts as a mini DLC of sorts.. and once the framework of that is complete... building modules to let you do other things with that core. Right now I have armor, weapons, outfit, misc crafting along with new resources (charcoal, iron, Chrysotile, Sulfur, milk, non-irradiated meats/food, organic crops (non-irradiated), new generators, water purifiers (that give you purified and dirty bottled water, new recipes, etc. I have it where you can weave ballistic fiber and apply it to all of your outfits/armor, you can wear outfits under armor, etc. So much to do. Anyway, I really want to make this enhance role playing and questing in a 1,000 different ways without you needed 50 mods to do it. If you ever like to collaborate on this, let me know. Good luck with your mod! Appreciate the offer of collaboration. I'd totally consider it once I actually have a reasonable semblance of the experience I wish to create playable. Since a few differences between desired experiences could cause conflicts in a modding teamwork environment, I want to have my desired experience available to show. I'll keep ya in mind though, once I get things going. We're (me and my friend) planning on de-coupling the main story and then basically remaking the game starting at the top-left and working our way towards bottom-right. So, I'd say probably after Sanctuary or so is playable, we'll be able to give a decent idea as to what we're planning. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted December 9, 2015 Author Share Posted December 9, 2015 I'm brand new to modding and don't know how to do a lot of things but I would be willing to help! I might pick up a lot of skills on the way. Just tell me what to do haha :tongue: EDIT: So far I've done a sound mod (not on the Nexus due to copyright, I wouldn't want to get banned) Although I have confidence in myself I could texture too. AGE:14 (Young, I know. Rest assured I'm used to working with other people and I've been told I'm mature.) MODDING ABILITIES:SoundsTexturesVoice Work (If needed. I do a little bit of acting every now and then in front of the camera so this might be one of my stronger abilities.) PREVIOUS WORK:None, but I do want to try and get active among the modding community.Did you still want to help out? Link to comment Share on other sites More sharing options...
Deleted2746547User Posted December 9, 2015 Author Share Posted December 9, 2015 AGE:14 (Young, I know. Rest assured I'm used to working with other people and I've been told I'm mature.)You sound more mature than most of the pre teen gamers I meet. Most of them just cuss and scream over VoIP or just troll. And don't get me started on grammar and spelling. How are things? Link to comment Share on other sites More sharing options...
Deleted2746547User Posted December 9, 2015 Author Share Posted December 9, 2015 Maybe some more info about the project? If it's going to be as expansive as you're speaking of, it would be nice to know you've started laying groundwork. Are you still interested my friend? Link to comment Share on other sites More sharing options...
Deleted2746547User Posted December 18, 2015 Author Share Posted December 18, 2015 http://forums.nexusmods.com/index.php?/topic/3567170-a-call-for-modders-graphic-artists-etc-project-commonwealth-a-community-based-effort/ Link to comment Share on other sites More sharing options...
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