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My first mod (Hopefully a meaty one)


Greenpact

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We are at the basic conceptual stage here. This will most likely be a slow learning process, and a slower creation process. The details and ideas are likely to change frequently. Opinions, suggestions, advice, word of encouragement, words of hate, tomato throwing, or just jibberish, all welcome.

Rules to stand by/My intentions to introduce a few aspects to Skyrim that I find myself wanting:

1. Racial indentity. Not everyone may agree with it, but I want to have some rewards and opportunities available to a specific race. One example of this is my hope to allow a Bosmer player construct a hearthfire home at the stranded Bosmeri settlement.

2. Branching dialogue, NPC "opinions" of you. I imagine that having a SWTOR, or similar companion relationship tracking function is impossible. I would however like to have different dialogue appear throughout the entire questline depending on previous things you have said, simulating the NPC's relationship with you.

3. Choice with consequence. This is a big one. I don't want Dawnguardish = choose black or white but either way you'll end up the same. Multiple conflicting factions, with the option to side with any of them. And when you do side with them, the consequences have to be clear and drastic. I.E Side with the bandits? That village you just helped stabilize is now up to you to attack. Those people you've befriended and helped? Now you have to eliminate them. When you walk through an area, I want you to be reminded of the things you have done.

4. Suspense/horror. It may be hard to do, but I want at least one dungeon/quest/whatever, that is dark, creepy, scary, etc.

 

5. Stay away from, "save the world great hero", questlines. I would prefer conflicts driven by personalities and smaller scale yet still exciting quests.

 

6. Voice acting would be lovely. The Interesting NPC mod (http://skyrim.nexusmods.com/mods/8429) was a big inspiration and showed how much of a difference immersive new characters and stories can make.

Edited by Greenpact
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Here we have a very basic beginning to my jumbled thoughts.

Island off the northern coast of high rock. (sharpstone currently.)

The town of Greyridge.

Witch? Hideout*

Actors

Witch Coven

“Factions” and their potential.


Witch? Coven: Say the right things to this lonely brooding witch as a female, and maybe you will find yourself a new family. An existing camp of witches in skyrim will be modified with quest givers. To be expanded.

Edited by Greenpact
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THE FIRST QUESTION Because I'm obviously throwing all of the things against the wall and seeing what sticks, and am new to the modding process... (I can make basic NPCs, doodling in the tutorials still.)

 

Where's the best place to start in a mod like this? Work on learning and creating a basic landmass? Quest line structure and story progression? Script practice etc.. or something else?

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Since you're knew to modding, the hardest thing is finishing out the project after you actually start. I would suggest starting with the tedious bits that are harder to see such as quest infrastructure etc. That stuff is a little tough to get into but once you get it down it flies pretty quick. After that work on the more visible things, that will keep up your morale. It's easier to do the tedious stuff at the beginning because you're excited about your ideas. Later on you need to see progress to stay enthused and working. Beyond that I don't have a whole lot of advice on where to start, but stay with it and make sure to take regular breaks to play the game. It's all about having fun after all. I'm not the best resource for in depth technical things (except perks apparently, people say I understand them well after my dabblings I guess) but there are a lot of great resources here on the nexus. Scroll through the articles or rep out some Google-Fu to find tutorials and useful documentation.

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Thanks for the boons of fortune, and advice. Today I learned how to make an island with some structures and scenery, as well as the scripting to create a method of transit to and from Skyrim.

 

(

) (Very helpful)

 

Next up is navmeshing and further script work. Definitely gonna tackle some of the tedious bits first.

 

Raising an island from the sea may be glorious, but it made me realize how difficult making even a small patch of ground look either nice or ugly in the right ways.

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  • 2 weeks later...

<p>Quite a bit has changed, as far as location and story goes. Shall be updating the plan today, and maybe uploading what I have done so far (Which I have = http://skyrim.nexusmods.com/mods/34419 .) I currently have a chunk of the island coming together and would like to have some input on how to make things look better and what not. Not a single speck of land is close to done, (with much being jagged and unloved.) but its starting to take a shape. Have a semi hidden path to a cave, with a copy and pasted placeholder interior.</p>

<p> </p>
<p>http://i46.tinypic.com/ws8z6v.jpg</p>

http://i49.tinypic.com/2w3weas.jpg

Edited by Greenpact
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