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Help Wanted...


MoonlightWyvern

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Right, I’m gunna be as straight to the point as I can be here…

 

I'm Mark Sutcliffe, a student of 16 who has been playing the Elder Scrolls since the very release of Oblivion and is still completely clueless about most of its innards and workings.

 

I've played and toiled and failed with hundreds of mods, and play no significance part to any of the community here or anywhere else on the internet, but I'm going to be audacious and ask if anyone could help me.

 

I’m asking simply if anyone could introduce me properly to the world of Modding. It’s a dangerous world, I know, and I am appealing here for anyone who has the time, and patience, to tutor me in the ways of the mod. This is because I want to be part of the community here in modding Skryim, but have failed many times in the past with Oblivion for so many reasons. I have the ideas, but not the know how.

 

I know it’s a lot to ask, and I have little experience with modding (I made a couple of cottages and manors with Oblivion, but eventually gave in.) But I am a quick learner and have the ambition - So, if you’re interested, then send me an email.

 

[email protected]

 

On the other hand, I’m willing to work in any existing mods for anything I can do. I’ll be a spare part most of the time, but I’m hoping that will change soon.

 

Mark Sutcliffe

 

__________________________________________________________________________________

If you would just like to know more about me and would like a chat or something, the go ahead and send me an email anyway. I don’t have much time, but I’m sure I can find some.

 

 

 

 

 

www.artatmoonlightstudios.co.uk

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Explaining what kind of mods you wish to make might be an idea, and then specialize at that first (do you want to make new quests, or add new custom content like armors or creatures? new animations? etc). Depending on what you want to do, you will need different tools. Edited by amycus
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Explaining what kind of mods you wish to make might be an idea, and then specialize at that first (do you want to make new quests, or add new custom content like armors or creatures? new animations? etc). Depending on what you want to do, you will need different tools.

 

Exactly, what kind of mods are you interested in making? Theres a lot of different directions you could go. If I had to guess id say most people arent experts at everything.

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Well, a couple of ideas I have are:

 

- Specialised player abodes - Wizard's Tower - Knight's Castle - Thief's Den

These won’t be anything fancy, just something to start me off with the construction set. These will also offer as a point to expand with maybe quests, or companions, along with new items and features and stuff, functioning as a point to learn about the different types of mod.

 

-Then whatever else strikes me… Small quest lines, Villages, etc.

 

-But my main idea is of a massive new desert land with a Dwemer industry and invention starting to bloom in the cities. This, I know will be a bloody massive task, and that’s why I’m after help to grasp the basics. From the basics I’d like to move onto slowly more impressive things and gather contacts and experience and such like. The mod, I hope, will be about the size as the Shivering Isles expansion or the Elsweyr Mod for Oblivion, and, hopefully, by then I will have the means to at least think on that scale. I don’t expect it to happen quickly, and I know it’ll take a lot of work, but I’m willing. I’m still in early planning stages, but thought it would be a good idea to grasp the know-how whilst I can.

 

Mark Sutcliffe

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My mod, The Takarn Project/Forces of Takarn, is actively seeking new development team members. Doesn't matter what level of skill you are at, I am learning myself as well, and probably I am at the same level as you.

 

I welcome you to send me a PM and we can talk further if you wish to join my team.

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I’m asking simply if anyone could introduce me properly to the world of Modding. It’s a dangerous world, I know, and I am appealing here for anyone who has the time, and patience, to tutor me in the ways of the mod.

 

that made me giggle.... lol

 

Anyways, I been trying to teach my gf how to mod, at her insistance, and she can't pick up the simpliest things....

either she is stupid, or I am a bad teacher,... i think it's a bit of both so i'll refrain from helping.

 

Good luck Mark, hope you find the help your looking for and welcome to the community.

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Well, a couple of ideas I have are:

 

- Specialised player abodes - Wizard's Tower - Knight's Castle - Thief's Den

These won’t be anything fancy, just something to start me off with the construction set. These will also offer as a point to expand with maybe quests, or companions, along with new items and features and stuff, functioning as a point to learn about the different types of mod.

 

-Then whatever else strikes me… Small quest lines, Villages, etc.

 

-But my main idea is of a massive new desert land with more content than Skyrim and Oblivion and Fallout 3 combined etc etc.

 

Mark Sutcliffe

 

Mark,

 

A word to the wise. If you think that you will ever complete a new land mass mod you are unfortunately kidding yourself. I don't say this to discourage you or try and put you down. It's just those of us who have been in the modding community for a while, particularly in the Oblivion one have seen many many threads started by someone who has grand plans to develop a whole new worldspace and fill it with towns and quests etc. They usually attract a couple of posts and then get left forever.

 

Other groups make a concerted effort and manage to get some stuff done, but inevitably it is never finished enough or complete enough and so doesn't get released, or if it is then it is an alpha or beta version that is not up to scratch. Some people have been working on Tamriel Rebuilt projects since the release of Oblivion and still aren't anywhere near finished or will ever be complete. Inevitably people in those teams drift away and give up.

 

You would be much better advised to set yourself up with realistic goals. Start a mod with the idea to create a small thing. Complete it and release it. Have a plan to create a quest mod and complete and release it. Once you have smaller mods done then you can try medium to big sized mods. By big I don't mean completely new land like you suggested big. I mean create a new city if you think you can big. Believe me, placing the buildings and creating their interior cells, creating the NPCs and their AI packages, the navmeshes (or whatever Skyrim will use), creating dialogue and potential quests for it - it takes a long time so I consider it big.

 

Seeing as how you are 16 you will still be quite immature. Trust me, I know you may think you are mature at 16, but you still have a way to go. Modding is hard. It requires perserverance, endurance and sticking with a project that goes for a long time. When you are 16 you will expect things to happen much faster. If you do not see progress in your mod then you will get disheartened and give up. If you look at how much there is to go on a massive project like a new worldspace you'll give up.

 

It will take you a number of months of modding to be able to produce work that you would consider to be "professional" quality. In fact it took me about 8 months when I started learning how to mod to create quests that I thought were of the equivalent quality as Bethesda's.

 

I have a decent knowledge of how to design quests (this includes dialogue, scripting, NPCs and AI), interior cells and some parts of exterior cells, as well as general tasks such as expanding items and objects (e.g creating new perks and recipes for Fallout). PM me if you would like me to walk you through how to learn how to mod. I can write some personal tutorials for you to introduce you to modding and how to do those things if you would like.

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I would and did start with modifying weapon and spell damage, spell effects, scripts and so on. Its very easy to just modify a number or 2 and see what happens. Playing around with architecture can be fairly easy if you are not planning on custom, but I think playing with numbers and scripts is easier just make backups.
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