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How did you start modding?


Sonck

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when i played oblivion for the first time i even didnt know there where mods out there. so when i finished it i looked for something new and i start searching the web, discovering mods. i downloaded my first mod "Castle Domrose" and "Reznod Mannequin". i found that the treasury wast big enough for all my armor displays so i started editing it. so then i decided, hey this isnt to hard, lets try to make our own castle. so then i started my "Castle Eärendil" mod. i restarted thisone a lot cuzz i neded to learn a lot (like dont edit containers but duplicate and edit them :D). after a while i wass bored of it so i putted oblivion aside for a year. then i started playing oblivion again, made the mod "ship in a tree" and finished castle earendil. then i made "fallen tower" and right now im buzzy on a new project.
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I was asked to make a house.

 

So, y'know, I made a house.

 

Then my character became a Vampire, and I thought, Wow. Vampires are hideous. So I fixed it.

 

And, uh... well those are the only Oblivion mods I've done, and I don't think I did any Morrowind mods, so... yeah pretty much that's the entirety of my story.

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I actually bought Oblivion on the XBox 360 first, and ended up buying it again for the PC for the sole purpose of mods... Sort of embarassing, but it's ended up giving vastly more value than I would imagine a raw sequel would. Needless to say, I downloaded a huge amount of plugins right off the bat, and after that, downloaded/cracked open the CS in hopes of tweaking a few to my preferences. After learning a lot from the CS Wiki, I threw together my first (albeit small) full mod, Guild Betrayal, to avoid being automatically expelled for killing a guildmate with no witnesses. Ironically, what inspired it was being expelled from the Thieves' Guild for killing a turncoat Guild mage for a Mages' Guild quest, which the mod never did anything to address.

 

And that's... *Peers at first post* Wait a minute, you can advertise your mods here? A few weeks later, looking at a few of the Arena poster replacers, I spent a bored/inspired afternoon to contribute one of my own, and a very late night with no knowledge of how texture-replacers work trying to figure out NifSkope. After that, a lot of the mods I ended up making came from requests/suggestions here on the Nexus forums while tweaking Curse of Hircine to within an inch of its life as a constant passtime. (In case anyone's curious, player-werewolves now have three scripted lesser powers and can return to human form at will if they have the willpower and the moon isn't too full, a migratory werewolf community is put in place, and a werewolf companion that shares your current form can be found) In fact, I suppose most of my scripting knowledge can be traced back to messing with Curse of Hircine. http://www.tesnexus.com/downloads/file.php?id=13385%5bcolor=lightblue was, in retrospect, sort of useless, but it made good scripting practice nonetheless. Cavalry Customization and Weighted Running were also requests, and I suppose drew me further into a scripting specialization. I did interior design and some scripting for The Dark Reign: The Discovery, but it's starting to look like it's dead... After finishing with my job there I made Claire Sylvain: A Vampire Companion upon realizing there didn't seem to be any yet. Most of my characters never made it past level 3, so I very recently made Starting Spells to ease the frustration of trying to get a decent repetoire of spells over and over again...

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I have been downloading Morrowind and Oblivion mods since 2006 but began to attend the forum for not much more than a month ago. I had tried game forums before but was not very impressed with then. Until I found this community and got amazed with the willingness people over there gives his/her time to help, orient and have fun together, I just got hooked too. Even my English yet very bad is improving someway.

 

So I thought I could do something for the big amount the fun modders have given me for all this time, making some and sharing then too. I'm (was better saying, since I'm retired now) a system analyst for long time, and no seldom programming some applications for the department, mainly when they were need to be coded at assemblers. And so the CS and scripting was not difficult to learn its particularities.

 

But knowing something is not the same as having something to do. Although I was fair sure I could mod there where the not minor problem that was "what mod?".

 

So I thought to make a sword that was somewhat different the several already existent. Why not a sword that would adapt its basic stats to some of the PCs ones? mainly the level and specifics attributes and skills, and would do this at each time he/she enters combat.

 

Since I was already at it I thought giving it a magical capacity too, but I wanted this being stats dependent, and doesn't wish to use the common enchantment effects. So it received a dreadful power of acting directly at the foe health, ignoring armor and being not prone to have its own power reflected to the player.

 

To add insult to the injury it can at random (again dependent of stats and mainly of the char luck) deliver a critical that would push the enemy a little distance making room for a heroic retreat or, if the foe was unlucky enough just kill him.

 

At first I tested it with several characters of several levels and types, but soon I become addicted of my own work. And this sword is the one all my chars use as normal. It will not be stupidly powerful nor a weakling one to no one, at any level. Being contra indicated only to assassins types :)

 

But... now I think the mod is not a good one, I can't think it is even a bad one. Seems it is just forgettable since just two people cared to say something about it among all that downloaded the mod until now. One clearly trolling the work and other being maybe more than fair with it.

 

I'm a bit disappointed with my modding capacity and maybe will not try it again.

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I've been modding in some form for longer than some people around here are old. Started out making levels for the original Doom, Doom2, Heretic, Moved to Duke3d (still have some multiplayer maps if anyone is interested, and can figure out how to make the game work with next gen systems). Moved on to Baulders Gate, Baulders Gate 2, the Sims, Diablo 3, Morrowind, Sims2, Oblivion. I've always been either screwing around with AI behavior, scripting, or level design. When I find a new game, I usually spend a few hours just looking at game files, seeing how things are setup, seeing what is available out there. I usually start out looking for new ways to cheat or get a huge advantage, then start playing around with appearances, behavior, nothing too productive mind you, just poking around to see what does what.

 

As far as Oblivion and Morrowind goes, In Morrowind, I basically made myself a few cheat spells, setup an area that allowed me to teleport to most of the main areas, made a few changes to internal settings. But nothing too major. With Oblivion I started much the same way, cheat items, gameplay settings, then moved into just playing around with scripting and AI. Then I started getting into mesh creation and world building. And that's pretty much where I am now.

 

The key to getting started modding is to really understand what you can play around with, and what you can't, and to never be too attached to your current character should something very bad go wrong. Fortunately, the worst thing that can happen within Oblivion (and most games) is the game just no longer working, requiring a reinstall.

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Nosisab: For what it counts for, 478 people downloaded Afinity Sword, which is more than all but one of my mods. And the description was sort of hard to read, which might turn people off. And Growlf isn't known for trolling. :P

At PES it was actually said. I was yet worse at English at the time I wrote that long description and readme than now (if this is possible at all) :)

 

And maybe being so long is bad too... I thought remaking it, but seemed I would be just bumping the mod.

 

Edit: Ahh, not Growlf, of course... the mentioned comment (rating) was summarily removed, so stupid it were. But you are right, three people commented it, hehe

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I don't know if any of you remember the mage falling out of the sky just outside SN in Morrowind.

 

But I thougt the whole thing quite funny so my first mod for Oblivion gave you the ability to Jump 500 feet into the air. I didn't consider it a cheat because the landing was hell! But I always died laughing. hahaha

 

Which is probably why it was never released...

 

It was so much fun to see that I could create stuff like that and then try it out, its safe to say it extended the gameplay for me many times over.

 

Thanks

 

Storm Raven

 

8)

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