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Noob Modder question here?


betudi

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hello , i'm betudi, newbie and learning the ways of the modding , like how and what to start at modding?. i'm also newb at blender can make basic 3d asset and basic animation. i have lowspec laptop which i finished fo4 and all it's dlc.

as far as i read threads and forums , watch youtube. i have noob question for veterans modder
and i need some advice to do and to avoid in doing mods.

1. should i create my own asset and texture for my mods or should i extract the texture and asset from base game and reuse for my mods if available and existing?
2. after searching and reading about esm , esp and esl. as a new modder i want to confirm i should release new mods at esl rather than esp? but if i made too much scripts/forms as mention in the the wiki i need to use esp?

i'm asking this kind of question because i want to know which better optimization for my future created mods.

 

thank you for reading my post.

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1. should i create my own asset and texture for my mods or should i extract the texture and asset from base game and reuse for my mods if available and existing?

2. after searching and reading about esm , esp and esl. as a new modder i want to confirm i should release new mods at esl rather than esp? but if i made too much scripts/forms as mention in the the wiki i need to use esp?

 

1. Even if you do know how to operate Blender, that's not everything you'll have to do for a custom mesh to show up in game. It is usually easier to re-use an existing mesh and slap a different texture on it or combine some existing meshes using NifSkope. Obviously depends on what kind of object you need. An example: I needed an object for a pile of organic sludge (you know, rotten-beyond-recognition food or plant matter) just recently and settled for a retextured deflated kickball.

 

2. What type of plugin file to use depends on what you want to do. ESL files can only hold ~4000 individual records, so they're limited in what they can do. If you mod is rather small though, ESL might be a good idea. Just use an ESP until you think you actually gain something from changing plugin type.

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