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Recruiting Modders and Mod Teams


Vagrant0

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Well, yes, I can help. I can also make dungeons... if they are not caves (I HATE to make caves!)

Glad to hear it. As mentioned, in most cases, the dungeons, mines, or caves will already have been laid out. But as your focus is exterior work, probably won't ask you to do anythng too major as far as interior working goes. It's still good to have people who are willing to do this sort of work simply because of the amount of interior work that needs to be done.

 

Will you use the vanilla games´meshes for the dungeons or is there something new? Does the mod require Shivering Isles?

I use mostly vanilla meshes, but will be using some new tilesets for specific areas. The garden area already has a full (technically) tileset that is custom, and I have plans on making an interior tileset for that part. The mod does not require SI, and probably won't. Although having access to SI might allow a bit more variety in statics and particle systems, It was something I didn't want to do so that a greater majority of players could eventually use this mod. We are also building it in 1.1 (although work done with 1.2 installed can still be merged in) so SI, COBL, and a few other things cannot currently be used. I may decide to use COBL at some later time just to make use of the shared scripts and resources, but for now there is no immediate need.

 

Now, if you can be more specific about what will I be supposed to do... fill a landscape or an interior cell with stuff is not something difficult, it is just time-demanding.

If it wasn't time-demanding I probably wouldn't be asking for help on all this. Almost everything involved with a large mod, like this, is reasonably time demanding. Last week I spent well over 15 hours just trying to get a simple dialogue based quest working. Spent another 2-5 hours just doing some exterior pathgrid work, 5 hours making new meshes, 3 hours roughing in some interiors, another 3 hours cleaning and altering work to me merged, and several more trying to coordinate things with the team. Fortunately, I don't ask quite as much from my team members as I do myself. I realize that people may have other projects, life, school, work to deal with, and try to plan their projects around how soon I need the work, and what time they can spend working on it.

 

The work I would probably have you do would range from either creating an exterior of a dungeon, cave, settlement, or a portion of it to touching up the ground textures in an area of the map, to helping with some of the interior work when nothing else is particularly needed. As most of my team members could probably tell you, I try to work with your current interests and abilities when deciding work. I like to keep a range of things open for people so that they do not become too bored from just doing the same stuff every time. As you develop other skills, or show particular interest in dping something, I will try to make your work coincide with those skills or interests.

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We're still recruiting for this project. I realize that most have either school or work, so I'm planning updates a bit further apart allowing more time for people to complete assignments. As I've already said, I try to work around what time you have to give the mod when deciding what I want you to do.

 

I would like to get one more person to handle interior cluttering, either simple interiors like houses, or more complicated interiors like caves and ruins.

 

I would like to get one more person who cam make caves and ruins from scratch or near scratch (could be same person as above).

 

I would like to get someone who is fairly experienced in working with scripts and AI to help with designing NPCs and with some scripted elements.

 

I would like to get someone who has done simple questwork (go to this person, ask them a few things, go to some place, get this item, go to another place, get that item, go back to NPC kinda stuff), but uses 1.1 or 1.2 without SI.

 

Unfortunately, recruiting is an endless process with a project like this since you often have people just ditching your project or becoming very silent for a multitude of reasons. I still plan to have something playable released by the spring, So I need to keep the membership up any way I can since this is a project that cannot be done alone.

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We're still recruiting for this project. I realize that most have either school or work, so I'm planning updates a bit further apart allowing more time for people to complete assignments. As I've already said, I try to work around what time you have to give the mod when deciding what I want you to do.

 

I would like to get one more person to handle interior cluttering, either simple interiors like houses, or more complicated interiors like caves and ruins.

 

I would like to get one more person who cam make caves and ruins from scratch or near scratch (could be same person as above).

 

I would like to get someone who is fairly experienced in working with scripts and AI to help with designing NPCs and with some scripted elements.

 

I would like to get someone who has done simple questwork (go to this person, ask them a few things, go to some place, get this item, go to another place, get that item, go back to NPC kinda stuff), but uses 1.1 or 1.2 without SI.

 

Unfortunately, recruiting is an endless process with a project like this since you often have people just ditching your project or becoming very silent for a multitude of reasons. I still plan to have something playable released by the spring, So I need to keep the membership up any way I can since this is a project that cannot be done alone.

Ditto this week too.

 

For the quest work, it's possible that any sort of installation might work, they would just not be able to use any of the vanilla topics, like GREETING if they had SI installed. For the most part, this is not too much of a limiting factor since most of a quest is usually done within the quest specific topics, or by forcing greetings from those topics. Having someone else who can do some work on quests would be extremely useful to the project since it is just me at the moment, and I'm already stretched between coordination, mesh creation, texturing, NPC creation, Scripting, AI, integration, and all the other stuff in real life not connected to the mod. Even something as simple as knowing how to setup an innkeeper to rent a room for a day would save me a good week or two.

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Now that more of the mod is getting done, I've decided to start looking for someone who might be interested in creating a companion NPC that the player would meet through the process of a quest. Rather than approach someone who has created companions with enough sophistication for what I'm wanting, I wanted to see if there was someone who was interested first, and then see what they can offer.

 

The companion I have in mind would be a bit more reactive than most of the normal companions people have. I would want them to be able to change behavior through dialogues, and trigger some random behavior if the player happens to be idle somewhere; such as starting up a conversation with the player or any NPCs nearby, buying food, opening containers and getting out items. As well as having some more independent behavior if told to wait somewhere, like a town. The companion would need to be made without OBSE or 1.2 functions, and would have the same restrictions as quest work in regards to dialogues. All this stuff can be done, it's just a matter of finding someone who is capable of putting together the AI, scripting, and dialogue stuff to make it happen. Meaning that this is more of a special job requested for the project. The person involved would need to be available for changes and additions for several months, but would only be responsible for that companion. Other companions may be discussed, but would be at the discretion of whoever is doing the work.

 

Essentially, this is a chance for someone with companion experience to take things to the next level, and make something specifically designed to work with the realm, and have the realm work with them. It's not an easy task, but is possible, it just needs someone who is capable enough to handle it. Unfortunately just having experience with CM partner based systems won't cut it in this case, I need someone who really knows their stuff. This doesn't mean that I won't be there to offer ideas and solutions if something isn't working, I just can't do too much hand holding on this part.

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I would love to help! My main talents are quest writing and book writing. I also am able to seamlessly mesh new ideas into the game's lore so that they seem like they have always been there. I've always wondered what "The Colored Rooms" were like and now I can find out!

While some of this is useful and somewhat needed, there hasn't been a good history with anyone who offered to fill this role. Usually they just end up losing interest since most of their work isn't something that can be assigned. Because of this, I would need to find someone who can do those things as well as some of the minor work on the mod, like cluttering interiors, so that they have something specific to work on while they piece together the lore and the environment and create those other items. And because they're actually doing some of the stuff which ties into things like quests, they have a better idea of what is involved, or what might fit right with the scene. It is far easier to dream up fantastical quests which make use of alot of custom elements than it is to actually do any of the work related to that quest. Most of the quests needed are actually a bit more mundane, the kinds of things which are present with some of the misc quests. The purpose of quests within this mod is not to tell one grand story, but to help fill in some of the gaps, and to provide a bit more depth to the realm.

 

I'm not outright rejecting your offer, just needing something a bit less specialized.

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