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Have You Ever Wanted to Learn to be a Quest-coder?


David Brasher

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If you have thought you would like to be able to put your ideas into the game and make quests, but didn't know how to go about it without backup and close support, then this could be your opportunity. When you are on a modding team, you have other team members to turn to that can tell you how to overcome the obstacles you get stuck on while building your portion of the mod. This can be a lot easier than stumbling around on your own reading tutorials and forum threads for answers.

 

When on a modding team, you automatically have a pool of play-testers. Other people have a stake in seeing that your portion of the mod reaches completion.

 

The public alpha WIP version of the mod is available for download at this location: Mage Guild Quests

 

The purpose of the mod is to add additional quests for members of the Mage Guild to complete. The original game was rather light on Mage Guild quests. The quests also seemed to all revolve around two things: (1) getting a recommendation so you could go to the Arcane University (2) killing Necromancers.

 

It seems like there ought to be more to being a mage than that! In Morrowind there were all sorts of quests. The goal of this project is to make lots of quests. Many of them can be rather small, simple, and non-violent like the ones in Morrowind. But if a team member wishes to make a really elaborate and lengthy quest, then that is also welcome.

 

Individual modders on this project have lots of freedom. They can write and code their own quests. Nobody is telling them exactly what they have to make. The quests will all be made, play-tested, debugged, and merged into one .esp.

 

The recommended format is to create new NPCs at the various guild halls to be quest-givers and to play roles in the quests. This reduces mod conflicts with other mods that might edit vanilla Oblivion Mage Guild members.

 

This is a quest mod, so the focus is on writing new quests. There are to be no mod dependencies. All new material has to reside within the mod and not depend on other files. The exception is Shivering Isles. The mod will depend on Shivering Isles, and resources from it may be used.

 

It is desirable to keep file size small. We are not out to add tons of new models and textures to the world. This is a quest mod focused on creating more hours of activities, not eye-candy. But it is acceptable to add a sparing amount of new models and textures as long as you have modders rights to them. So if you are a modeler or retexturer, you might find a place on this project.

 

It is also acceptable to build new dungeons and locations involved with your quests, so if you are a dungeon builder, you could find a place on this project.

 

The mod is to be lore friendly. But my definition is fairly liberal. Don't include references to other games, books, movies and things that do not fit in with the Elder Scrolls world. If it feels like fantasy and like good Elder Scrolls role-playing, then I would call it lore-friendly.

 

Modding projects have a way of failing. People tend to never submit their work and drop off of the face of the planet. Project managers are often noobs who have no idea what they are doing. People starting the projects often have overly grand dreams that are never likely to come true. This project will not be effected by these situations.

 

The project is structured such that modders build and submit one small quest at a time. There is not a set number of quests that have to be built, so if a team member vanishes and takes all his work with him, it will not matter. Nothing else depends on their work, and everyone else can continue on as normal.

 

The project manager has built and uploaded a fair number of quest mods. He is not a newby who can't mod and who will expect the recruits to do all the work and follow his orders. He is an active modder who has already built nine quests for the mod, and is building more. He will let people come up with their own quest ideas, and will be a resource for people who need help with their problems rather than a dreamer and slavedriver who wants to sit back and gain glory but do no work.

 

The project will not fail and never be heard of again, because it has very specific and limited goals. It is modular and scalable. When it has nine quests, it will have nine complete and playable quests for the public to download and play. When it has 20 quests, it will have 20 complete and playable quests for the public to download and play. Etc. Etc. The mod will always be complete and playable and will just get bigger and bigger. Since there is no set size that the project has to be, it can be as large or small as people want to make it and it will never feel half-complete. Since the mod is already available for download, potential recruits will know that it is a real project and that their work will not be wasted and never available to the public.

 

Since the project can be complete and playable at any size, there is no worry about not finishing before Skyrim is released. The mod will have however many complete and playable quests available to the public as it happens to have when that time comes.

 

Project members will get full credit for the work they do. Their user names and any necessary links to resource mods that were used will be listed in the credits.

 

So if you are a new modder and want to learn to make quests, or an old hand who is already an expert at quest-coding, you are welcome to join the project. Post your comment on this thread stating that you wish to join the project, or send a personal message to David Brasher.

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Some people have signed up to make some more quests.

 

On my own quests for the project, the number of small quests completed has grown from 9 to 12. I am hoping that by the end of the day, the number will be up to 15 or 16. I will need to upload a new version of the file soon.

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A new version of the file with 20 quests has been uploaded: Mage Guild Quests

 

There are currently two quest-givers. More quests for the second quest-giver will be ready in a few days.

 

A couple more quest-coders have joined the project. There are quite a few quests under construction right now by various modders.

 

There are still openings for more quest-coders who want to write and questcode their own quests, and we are looking for play-testers with a focus on locating and reporting bugs and areas they have found that are in need of polishing.

Edited by David Brasher
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The new version of the file has been uploaded: Mages Guild Quests 1_2

 

This version contains 28 quests given out by three quest-givers.

 

19 alchemical ingredient collection quests

8 Necromancer fighting quests where you and a group of companions attack a necromancer dungeon. This series of quests is a bit like "Raiders of Cyrodiil Update", "Vampire Hunting - Order of the Virtuous Blood", or "Defenders of Cyrodiil".

1 Mages Guild dues collection quest where you try to help collect dues from some people who are reluctant to pay.

 

More quests that are not in any of these three series should be coming online in a few days.

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