Levgre Posted December 1, 2011 Share Posted December 1, 2011 (edited) Is released? (trying to edit the title) It would be nice if an experienced modder made a comprehensive modding resource/index, if it doesn't exist already. All I've done so far is, for Oblivion exchanged attack animations using nifscope and autodesk. Familiarizing with the Oblivion CK basics would be good I'm guessing... http://cs.elderscrolls.com/constwiki/index.php/Category:A_beginner%27s_guide anything else? I guess guides for changing meshes and other such content, those are probably easy to find. If any experienced modders wanted to make a primer for skyrim I think lots of people would appreciate it! Edited December 1, 2011 by Levgre Link to comment Share on other sites More sharing options...
Shawkab Posted December 1, 2011 Share Posted December 1, 2011 (edited) I think doing any modding with oblivion or fallout is the best practice, everything seems pretty much the same so far with some minor differences. I will probably do a ton of level design modding, so I'm trying to familiarize myself with the in game console etc, even knowing console commands will help for testing at the very least.. Also digging inside everything with TESsnip/Fomm/FNVEdit to understand the structure seems to be decent practice right now. Learning to add items to cells, cloning items in cells, changing meshes/textures, learning to hexedit.. I'm doing it all so that I know the hard way to do it, then when the mod tools come out and everything is a click a way I will understand how a cell works with a static item, or how to activate that cell or what a Xmarker is really for etc etc etc And I agree about the primer idea, I'm pretty rusty at this myself so some kind of guide would really be nice. Edited December 1, 2011 by Shawkab Link to comment Share on other sites More sharing options...
ccjuju Posted December 1, 2011 Share Posted December 1, 2011 Learn how to use the Oblivion TES Construction Set, because it's just going to be the exact same thing with a few minor improvements. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 1, 2011 Share Posted December 1, 2011 Learn how to use the Oblivion TES Construction Set, because it's just going to be the exact same thing with a few minor improvements.I would have said GECK. A fair amount of changes have already happened to the editor since Ob. Link to comment Share on other sites More sharing options...
jimhsu Posted December 2, 2011 Share Posted December 2, 2011 (edited) Learn how to use the Oblivion TES Construction Set, because it's just going to be the exact same thing with a few minor improvements.I would have said GECK. A fair amount of changes have already happened to the editor since Ob. I really do want to get a heads up on that Papyrus engine that they're using for the "new scripting engine" that is likely a massive improvement over LUA. And also Havok Animation / Havok Behavior - that thing has so far resisted my attempts to figure it out. Everything else is more or less from the Oblivion CS / GECK - glad they didn't totally alter the record structure from previous games. Also Papyrus is reportedly similar to UnrealScript, which is similar to Java. So I'd start there. Guess I'm fortunate they didn't decide to use Haskell or some sort of functional language - I'd struggle with that. Edited December 2, 2011 by jimhsu Link to comment Share on other sites More sharing options...
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