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What do i need to *know* to make mods


es50678

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I'm new to this entire world of modding, ive played a few PC games but this is the first TES game ive actually played and im very interested in making mods. im reading tutorials and looking through the forums to get myself started but everything is very hard to grasp for me. Like i said im completely new to this entire aspect of gaming so i know almost nothing beyond how to install a mod. Before i completely dive into something i have absolutely no idea about, what things should I know before I start making my own mods? are there any programs I should be familiar with? what skills should I already know?(IE: should i have a grasp of some programming concepts or languages before i even think about doing this) Any tips are appreciated:) Thank you very much in advance:)
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Depends on the kind of mods you want to create, if is modeling, textures and such, you need third party programs life nifscope and/or 3D max ... I can't be specific in this case since it is not my specialty.

 

To other types of mods you may rather wait for the CK release since it will make your life much easier (at modding at least :) ).

Edited by nosisab
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Texturing:

 

Photoshop or GIMP

.DDS plugins

Go through millions of tutorials.

 

Learn about the different maps:

Difuse map

Normals map

Specularity map

Gloss map --> Not sure if used i Skyrim, but good to know either way.

Glow map

Cube map --> Same as gloss map.

 

Learn to use photos to make textures, use filters and how to paint a texture only using color. It's all good to know.

I'd also say you should learn to draw concept art. Which means you become a 1-man-army when it comes to model. You can draw your ideas, you can model it, you can texture it and you can put it into any game.

 

Modelling:

 

3ds max or maya or Blender

Zbrush or Mudbox or Sculptris

Go through even more tutorials.

Nifskope

.nif/gamebryo plugin

 

Learn about low poly modelling, high poly modelling, UVW mapping, high to low poly bake, setting up textures.

Also learn about sculpting and the workflow to bake down the details. Polypainting is also a plus to know.

Modular modelling is also a must for any enviroment artists.

 

Scripting:

 

Wait it out. We are not sure how the new scripting language is. That said, you could get used to scripting with about any scripting language there is. THe CS for Oblivion is a good place for now.

Learn how to read a script, how to think in a script language and how to think purely logical and simple.

 

Level Design/Quest design/Toolkit working:

 

Use the CS for Oblivion, GECK for Fallout, wait for the CK for Skyrim or use other game engines, such as UDK, to learn how game engines/toolkit works. I suggest Oblivion and the CS untill the CK is out.

Learn to make a scene visual interesting, yet designed comfortable. Clutter should be planned, not just randomly mashed down.

Learn to work with a modular set to mix and match a few pieces into a complex piece.

 

That's all there is to it, when it comes to modding and/or game industry.

 

Cheers,

Matth

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  • 2 weeks later...
Ive started off learning how to use nifskope and blender. Im using Creating an armour for Skyrim tutorial(http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1) and i started reading the Blender 3d: Noob to Pro guide but its in 2.5x which seems to be extremely different than 2.4x, i cant seem to find the right nifscripts to work with 2.5 so i can import .nif files. would it be smarter to wait until the CK comes out(hopefully wont be much longer from what ive read)? or should i go ahead and learn blender with 2.5 and then apply it to 2.4?
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I'd say scripts are the most important thing to get down. If you can get scripts working and make something cool happen with them, modelers and animators will come, once you've convinced them you can get stuff done.

 

Though that's a bit of personal bias since I do scripts.

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  • 2 weeks later...
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