SinderionsBones Posted January 1, 2013 Share Posted January 1, 2013 Pretty serious modder looking for serious mod developer that could use some help with the Creation Kit parts of their mod development. I'm thinking of coming back to Skyrim modding after quite a while away. I have a LOT of free time these days. If possible, I'd like to help on something already going on before bothering to get into doing something myself. I tend to go nuts, build big, involved stuff, get well on my way to finishing, then burn out and not do anymore. For this reason, I'd like to just do some little things for other people so I don't go so nuts lol. I've never released any Skyrim mods since I honestly enjoy making them as much as playing them, and much more than uploading them. I think I look forward to the construction/creation kits of elder scrolls game a little more than the game itself lol. I'd like to lend my skills to an existing mod in development rather than screw around for a few weeks and just leave something rotting on my hard drive, as fun as that may be. Quest development My passion, more or less, is for story driven mods with any number of different styles of quests. I've done a lot of quests made to be indistinguishable from bethesdas own in terms of using all the tons of tools the creation kit gives us this time around for managing stories. I also like the idea of quickly deployable minimalist quests mostly using items/triggers/scripts and the like. This includes scripting scenes and all the juggling that needs to go along with that. Scripting I'm pretty good at a lot of different sorts of scripting solutions. Also, especially after I get warmed up a bit more, I can help a lot with figuring out what is even possible and what alternatives you may have to get similar effects in game. I have no experience with SKSE right now, since it was really bad and not kept up when I last stopped hanging out around here. Now it seems to be in a much better state so more advanced solutions may be easier to implement. Interior/Exterior This is the fun easy part as far as I'm concerned. I can help out with this if you need some more done than you're wanting or able to do yourself. I generally try to do it more or less according to the official tutorials to add an extra layer of seamless integration. Adding voice to quests I'm no voice actor(shame really, I have awesome recording equipment at my disposal >.<), but adding voice to quests is a complicated thing in and of itself. I've worked a lot doing this, particularly since there was a huge lack of info on how to do it when I was last working with mods. It was so bad that I even found it worthwhile to put up: http://www.creationkit.com/Adding_Voice_Intermediate_Tutorial It's pretty basic, especially now I'd think, but at the time it provided answers for things people were just completely confused about. Especially since, then, if not now, the built in recorder wasn't a good solution, and could even bug a lot. Here's what I'm particularly good at- Putting pre designed quests into the game, including voice.- Designing quests in game terms based on putting a part of a story into the game.- Working with interiors/exteriors.- Designing/Creating/Troubleshooting scripting solutions. I'd also love to do some more work on designing more complex boss/monster encounters. That was the turn my own work was taking when I ... got burned out and took a break from modding. I've helped a bunch of different people with scripting on the forums, here and the official ones, but one of my favorites was helping some guys script an encounter were wolves were let out of pens in turn and scripted to attack the player opening a door when the encounter was complete. It was pretty simple but the sort of framework I worked on for it had so many possibilities it was fun. The wolves scripts spoke with encounter phase object marker scripts which in turn reported to encounter marker object scripts and all was orchestrated in a nicely understandable and scalable way. Good times. Lastly I'll add that I love coming up with engaging lore friendly stories myself, but that's generally one of the fun/easy parts I'd assume any serious mod author would reserve for themselves :D Really...? a modding resume? Yeah, this kinda seems like a resume... a horrid looking one since it's just for modding, but kinda like a resume That's sort of on purpose at least. I have some modding skills, at least in terms of the Creation Kit, and I'd like to use them on a mod that's being seriously worked on. Small or large is not important, I just don't want to be in charge of said mod. I'd like to mainly get the attention of those serious about their mods. I've helped other projects before, but towards the end of my time helping, it felt more like the project was being turned over to me more than anything. That's not what I'm looking for at all. I'm looking for a small part of a small mod, or a small or medium part of a large mod, if that makes sense. If you have a more or less defined bit of work you need done on a mod including anything I've mentioned above, I may be your man. I have a LOT of free time, so I'm open to bigger things, as long as ... shall we say... I have limits so I don't feel too tempted to go nuts, grind away at too large a project, and burn myself out again >.< Don't hesitate to speak up if you think I may be able to help your mod. TL;DR: I wants 2 halp someone wurk on a mod. Link to comment Share on other sites More sharing options...
AlphaWoIF Posted January 1, 2013 Share Posted January 1, 2013 Actually i may need have need of your skills as 2 years modding this game with plenty of side projects of the go including A GTA IV mod, trying to learn the cryEngine 3, and creating stuff in zbrush all in my spare time . I totally know where your coming from when you talk about getting burned out and going loko. You often know when your in that place when you sit down trying to do stuff spending hours and achieving nothing @ all byt jumping from one thing to the other ,well thats me experience anyway.Well i have a pretty big and complicated mod that im currently uploading the next version of and there is a lot of stuff ive not been able to do myself yet, the mod was getting way to big so i have had to break sections in to smaller standalone stuff that will act like DLC for the main file, In the next upload there is a load of monsters being added like there was in the monster mod BUT my versions are authentic to the witcher lore and i have made all as close as i can possibly get them i also added a witchers noticeboard outside most taverns where i placed a template contract .in with the goal of other modders like yourself adding contracts to the boards to hunt/slay monsters for rewards and you will get the credits for doing so as you will be able to create your own esp mods they will use the assets in the main file of my witcher mod.Plus i have a load of storylines including the main plot line i would love to add, that i just dont seem to have time to do.i also have loads of other stuiff that needs doing that may require scripting skills .like triggered events , adding bleeding perks to weapons , and bleeding resistance to certain armors , witcher toxicity, quests from the NPC packs i intend to add.crafting, the list seems endless.let me know if your interested.my file will take a while to upload and ive hidden the link while its in progress as im editing the page. so you wont find it just yet. Link to comment Share on other sites More sharing options...
SinderionsBones Posted January 1, 2013 Author Share Posted January 1, 2013 Cool, I think I'll take a look at it when appropriate. I can't say I know much about the Witcher stuff though lol. Not that that's terribly important. I'm also looking at a thing on the official forums regarding being able to turn some vanilla locations into player homes/bases upon completion with a focus on the sheer quantity of locations that support being claimed :D Though it's more of a new mod. Link to comment Share on other sites More sharing options...
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