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Modders Needed!


j0z

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I have started work on this HUGE mod for Oblivion called the Zigran Isles. Its main focus is to create an area for the player to explore that is the largest possible. I started it as a solo project but quickly discovered the one man trying to populate an island that is over 6 sq miles is a rather impossible, especially when I'm going to school.

So, I would like to ask any interested person, who knows how to use the CS and/or a modeling program to email me to find out what they can do.

I have tried to make several new models for the game but I can't get any collision data...

So, to find out more email me at [email protected]

I will try to get back to you as soon as possible with my mission statement. So long, and I hope you guys are interested!

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I don't join projects (I'm not good at working in groups), but if you'd like some one-on-one help learning to set up collisions I will help you learn. It's very easy with Blender 2.48 and NIF scripts 2.3.9 - the NIF script folks really are very generous with us. :)
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I'm not trying to discourage you from modding, or decide that the project is not worth doing. But let me share some advice from someone who has been doing their own large mod for some time now.

 

The first thing you should considder is how much of the project can you personally do with what is available. This is first because the reality of any large project is that much of the work will fall onto one or two to accomplish. If the work requires alot of scripting, quest working, or meshes, you should personally be prepared and capable of doing those things to atleast some degree. A project can often be delayed by several months while you wait for one or two key items to be made by someone else. Although you may care deeply about your project, not everyone else will. There is also a bit of tradeoff here, the more work only you can do, the less time you can spend on those other areas of the project. The key to making a project work is really less about the talents you and your team have, and more about making use of what resources are available. Although you may want your project to have a very unique look, the reality is that unless you have alot of time to devote solely to making those resources, the project will be slowed down while those resources are being made. Try to make use of retextures, lighting, shaders, and other things as much as possible, a simple retexture can make a world of difference.

 

Second thing you should considder is the scope of the project. Although your ideas may be grand, you should try to work on them one piece at a time. Yes, setting up 15 islands over 4 quads in and of itself is alot of work, but when you focus on only one or two at a time, it won't seem like nearly as much, and will let you have playable area while you are working on other parts. Half the time the thing that kills large mods is that so much of what makes that mod playable, or enjoyable, isn't even started on until later in the project. The more that you have immediately playable, the easier you'll be able to keep your team interested in the project. By breaking the project up into phases, the project seems smaller, goals seem easier to obtain, and it is easier for the team to focus on the project. As you finish later areas, you can always tie them back into those areas that are already done.

 

Third thing is having enough done before getting others involved. This ties in with both the points above. It's one thing to say to others;

"I have this great idea, none of it is really done yet, I don't have all the details available, but I want you to spend your time making my mod work."

And something totally different to be able to say something like:

"I have this great idea, here is what I've done, watch this video I made of those areas, you can get a general idea of the project here, this is the kind of help I need to get this project really rolling."

The first case, even if you go a little further, ends up coming off as just another large mod project being run by someone who A) doesn't know what they are doing, or B) hasn't been with the idea long enough to do anything substantial themselves. Even if your project does have a bit more going for it, this perception that people have tends to make them stop caring right away. But if you have something substantial that they can just look at, and have a good deal of information about the project available and up front, they may hold their interest longer. Asking people to contact you just for information is just a bit insulting. You want their help, but are forcing them to contact you just so that they can get some information about the mod so that they know if they should even bother. Here's a little reality, nobody has to help your mod, nobody has to care what happens with your mod, nobody has to even acknowledge you, or your mod. People only do so because they want to. Just because you are leading a mod project does not mean that you are in control, people will join and then leave without notice or your permission. People typically don't join big projects like this because the leader often does not understand this concept. You are asking for help. Their assistance is entirely voluntary, and should be greatly appreciated. My project has already lost some talent simply because I did not outright acknowledge how greatful I was for theil help.

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  • 4 weeks later...

Okay, I'm back, and I have some more info for you.

(sorry it took so long)

 

I have pretty much got the exterior enviroments under control, but what I really need at the moment is people who like to make quests, NPCs, dialoge, etc.

 

If you like making quests, NPCs, etc, you can email me and I'll send you the quest outline.

As for other types of modders, I can take care of the main quest-related areas, but if you want to go out and make some new locations or side quests, feel free to email me and I'll send you everything you need to get started.

 

Here is an update-

I now have the exteriors under control because I figured out that there is a random terrain generation tool in the Regions Window. When I found this I didn't know whether I should leap for joy or shoot myself for all the wasted hours spent hand placing the objects. :wallbash:

 

And to reply to you Vagrant0, I know its ambitious, but why waste time on something small that will never be noticed if you can do something big and maybe be remembered for it?

'No one achieves greatness that does not try for it" (unless you are really lucky)

 

I hope to release v.85 or v.9 before the year is over. Look for it at tesnexus.com!

 

[email protected]

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