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I was wondering whether it was possible to create a mod with its own narrative that runs by itself without actually having to run inside the main game like if you were to create a quest or a house mod. Is this possible or would I have to create it as a quest and have it load it's own "area"? I am new to the modding scene, wanted to create my own mod independent to the main game and was just wondering if anyone could answer this for me. Thanks.

 

If it has to be part of a quest in the main game that is cool too as I just wanted to make this as a way to practice modding and to maybe put something on the nexus for people to play just to see how it goes.

 

An example is with the game Knights of the Old Republic, someone created a mod called "Revenge of Soloman" which has it's own narrative and you don't have to start a new game in KOTOR to play it. This is the kind of mod I'm thinking of.

Edited by marcantus7
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I was wondering whether it was possible to create a mod with its own narrative that runs by itself without actually having to run inside the main game like if you were to create a quest or a house mod. Is this possible or would I have to create it as a quest and have it load it's own "area"? I am new to the modding scene, wanted to create my own mod independent to the main game and was just wondering if anyone could answer this for me. Thanks.

 

If it has to be part of a quest in the main game that is cool too as I just wanted to make this as a way to practice modding and to maybe put something on the nexus for people to play just to see how it goes.

 

An example is with the game Knights of the Old Republic, someone created a mod called "Revenge of Soloman" which has it's own narrative and you don't have to start a new game in KOTOR to play it. This is the kind of mod I'm thinking of.

That's not possible to do in Morrowind, because all mods must have the Morrowind.esm as a master.

 

Even the expansions Tribunal (Tribunal.esm) and Bloodmoon (Bloodmoon.esm) has the Morrowind.esm as a master.

 

However, it is possible to create a separate mod that's not part of the game by creating a separate worldspace. For instance, the Tribunal expansion is a separate worldspace.

 

But like you said, you are new to the modding scene and too often new modders who wants to create a big mod often fail due for lacking the required knowledge and experience in modding.

 

So. My advice to you is, start small and create a lot of small mods before trying to create advanced mods that has scripting, custom made resources like what Stuporstar did with the Uvirith's Legacy mod.

 

 

Here is a series of

on YouTube, so watch them to learn how to mod Morrowind. :smile:
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I was wondering whether it was possible to create a mod with its own narrative that runs by itself without actually having to run inside the main game like if you were to create a quest or a house mod. Is this possible or would I have to create it as a quest and have it load it's own "area"? I am new to the modding scene, wanted to create my own mod independent to the main game and was just wondering if anyone could answer this for me. Thanks.

 

If it has to be part of a quest in the main game that is cool too as I just wanted to make this as a way to practice modding and to maybe put something on the nexus for people to play just to see how it goes.

 

An example is with the game Knights of the Old Republic, someone created a mod called "Revenge of Soloman" which has it's own narrative and you don't have to start a new game in KOTOR to play it. This is the kind of mod I'm thinking of.

That's not possible to do in Morrowind, because all mods must have the Morrowind.esm as a master.

 

Even the expansions Tribunal (Tribunal.esm) and Bloodmoon (Bloodmoon.esm) has the Morrowind.esm as a master.

 

However, it is possible to create a separate mod that's not part of the game by creating a separate worldspace. For instance, the Tribunal expansion is a separate worldspace.

 

But like you said, you are new to the modding scene and too often new modders who wants to create a big mod often fail due for lacking the required knowledge and experience in modding.

 

So. My advice to you is, start small and create a lot of small mods before trying to create advanced mods that has scripting, custom made resources like what Stuporstar did with the Uvirith's Legacy mod.

 

 

Here is a series of

on YouTube, so watch them to learn how to mod Morrowind. :smile:

 

 

Thank you. I often get too ambitious with modding because I just have started really getting interested in it (watching videos, etc.) but yes youre right, jumping into a huge project probably wouldn't end well so starting small would be best. Luckily I do know of the guy who makes those tutorial vids so I will definitely follow his material. Thank you for the advice and pointing me into the right direction.

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