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File images for a gameplay mod.


Seattleite

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I added a gameplay mod to the Oblivion Nexus a while ago called "Seattleite Oblivion Overhaul." I've been wondering what kind of images I could add to this file that might help the viewer understand what this file is about.

 

I'm also wondering how I can increase downloads and feedback for this mod.

 

The file itself may be found here: http://oblivion.nexusmods.com/mods/43311

Edited by Seattleite
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It's always difficult to create screenshots for mods which only change the gameplay somehow. Best you can probably do is take a few screenshots of the new creatures and how they compare to the old ones.

 

I think it's important to rewrite the description page a bit to only provide important information and leave everything else for the readme (see my overhaul mod for an example). I also suggest only having 1 file to download in the files section.

 

Looking at the description page I'm not 100% sure about some of the changes. For instance, guards should imo be higher than level 10. I'm also not sure why you would want to make armor provide more protection as it could make high quality armor (like daedric) useless. Maybe in the readme you could provide why these changes were made (if you haven't already done this).

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It's always difficult to create screenshots for mods which only change the gameplay somehow. Best you can probably do is take a few screenshots of the new creatures and how they compare to the old ones.

I can do that. But it's mostly just scale. On a side note, think I should disable the Spider Daedra Beautification mod (not included) before I upload images of them?

I think it's important to rewrite the description page a bit to only provide important information and leave everything else for the readme (see my overhaul mod for an example). I also suggest only having 1 file to download in the files section.

Why? I keep the old, obsolete versions up for archive purposes, I can remove those at any time. The optional bit with the eyes I can work around so it's all in one .7z, but I'd like to know why it's important.

Looking at the description page I'm not 100% sure about some of the changes. For instance, guards should imo be higher than level 10.

Given the higher damage scale of weapons, and the greater protection of armour, even a level 10 NPC guard can take on any unarmed creature that isn't a serious spellcaster and win pretty easily. They were level 30 a couple versions ago and when closing the bruma gate I didn't even have to draw my sword. I had to tune them down a great deal to prevent them from being overpowered in engagements against daedra and wildlife.

I'm also not sure why you would want to make armor provide more protection as it could make high quality armor (like daedric) useless. Maybe in the readme you could provide why these changes were made (if you haven't already done this).

It really doesn't. Armour degradation makes sure of that. Equipment doesn't last as long, armour especially, and broken armour is worse than useless. Higher grade armour has more health, thus it lasts longer, and has a higher armour rating, thus it will provide max protection at lower percentages. Even imperial dragon armour (which is WAY overpowered and intentionally so) with 100 heavy armour skill and 125% condition won't let you sit through a beating for long. (A run of the mill level 5 bandit should be able to scrap it in under a minute.) This means stronger armour is more important not because it provides more protection against the first hit (although it might, if we're talking about weak enough armour) but because it'll degrade slower, and be able to degrade more before it starts to fail you.

 

Everything in this game is done for a reason, like the way I built CG to teach Oblivion's veterens how this mod was different. (Two level-inappropriate encounters in CG, one can be ran from and the other can be avoided entirely, and both can be handled if you use your head.) The goblins are also quite strong, and use weapons. The fights with them should help teach the player how the combat works in this game. Finally, the Mythic Dawn agents are too strong for the player to handle easily, but the blades can handle them pretty easily. Combined with how the Mythic Dawn agents get easier and easier to handle as the game progresses, this shows how levelling is actually rewarded in this game. The hidden sack with 1000 septims is just an easter egg.

Edited by Seattleite
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I haven't tried your mod, so can't comment too much on if the changes are indeed 100% balanced, but I think the presentation of a mod is very important. Imo the description should be short and powerful and include things like installation instructions, compatibility and requirements info. Screenshots are ideal to show off the mod and having less clutter in the files section increases the impression of a quality mod. Also, the first screenshot is used as title image in searches, etc. It should show somehow why people should download it. Ideally the screenshots shouldn't include things that aren't included in the mod, unless it's obvious it isn't included.

 

Anyway, these are just suggestions, but have worked well for my own mods.

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I haven't tried your mod, so can't comment too much on if the changes are indeed 100% balanced, but I think the presentation of a mod is very important. Imo the description should be short and powerful and include things like installation instructions, compatibility and requirements info.

Well, the only requirement is a custom race fix, which I mentioned. I don't know of any mod it's truely incompatible with if it's last in load order other than other overhauls like OOO. I'll play it a while and think about how to revise the description.

Screenshots are ideal to show off the mod and having less clutter in the files section increases the impression of a quality mod. Also, the first screenshot is used as title image in searches, etc. It should show somehow why people should download it. Ideally the screenshots shouldn't include things that aren't included in the mod, unless it's obvious it isn't included.

 

Anyway, these are just suggestions, but have worked well for my own mods.

Well, I'm still not sure what to put in first. Maybe a member of a new, visibly distinct race killing a new, visibly distinct enemy with a sword? Think I should pick a more aesthetically pleasing race or a more unique one? And should the creature be more powerful looking or easier to distinguish from a regular enemy?

 

Other than that, new enemies (I'll skip the spider daedra for now) and new races seems like the way to go. A few shots of cute children near recognizable adults and combat of various forms to even it out.

Edited by Seattleite
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The changes added by the mod seem to be mostly combat focussed, so yeah, a combat pose showing off a new race and/or creature would be good. As example, I used this screenshot to show off new armor.

 

Not my question, actually. It was about what kind of creature and what kind of race to use. Intimidating or distinct creature? Pretty or unique race? I ask because I can't do both. My most unique looking race isn't very good looking without a lot of effort, and my best looking race isn't very unique looking (ears and a tail, but otherwise either looks like a bosmer or breton dependent on age) and I'm not sure which would be a better draw.

 

And yeah, most changes are combat focused. Really, outside of the little ones it's just the new races and the little ones that aren't focused mostly on combat.

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I think this is mostly personal opinion (and being lucky with the screenshots), but I would prefer an intimidating creature and good looking race, even if it's not 100% unique.

 

Clannfear brute and ohmes khajiit, then. (Both of those are canon, by the way.) I'll make the second one something like unmer vs king crab, and maybe the third being kyndche vs scamp master.

Edited by Seattleite
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