Suggested projects for a modding noobie

Post » Sun Jun 17, 2012 4:07 pm

I've mostly been excited for the CK because of all of the awesome stuff that y'all are gonna make, but all the enthusiasm is getting to me. I think I want to try my hand at making a mod. I've never used the CS or the GECK or any other modding software before, so I was wondering if anybody had any suggestions for a small project that a noob like myself could actually accomplish?

A house, perhaps? Or something smaller? What do you think?
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Sammygirl
 
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Post » Sun Jun 17, 2012 11:41 pm

Plan small. Plan very small at first.

What kind of stuff are you interested in modding? Do you want to add quests? New places? Balance gameplay? Add new items?
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Jonathan Egan
 
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Post » Sun Jun 17, 2012 12:35 pm

A house is a good one...should be tuts on the wiki when you get it.
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Cameron Wood
 
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Post » Sun Jun 17, 2012 10:13 am

First mod a weapon to get the basic feel, then you could try a house or small dungoen.
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Charlie Sarson
 
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Post » Sun Jun 17, 2012 3:04 pm

I've mostly been excited for the CK because of all of the awesome stuff that y'all are gonna make, but all the enthusiasm is getting to me. I think I want to try my hand at making a mod. I've never used the CS or the GECK or any other modding software before, so I was wondering if anybody had any suggestions for a small project that a noob like myself could actually accomplish?

A house, perhaps? Or something smaller? What do you think?

A house is probably a good idea to start. A player home will most likely be my first project.
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Haley Merkley
 
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Post » Sun Jun 17, 2012 12:48 pm

Plan small. Plan very small at first.

What kind of stuff are you interested in modding? Do you want to add quests? New places? Balance gameplay? Add new items?

I'm not really sure. Probably not any quests or new items, at least not for a while. I guess maybe I would enjoy building my own cave/dungeon. Is that a reasonable goal?
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Spaceman
 
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Post » Sun Jun 17, 2012 3:38 pm

Yes it is...the wiki will become your best friend. :biggrin:
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Liv Staff
 
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Post » Sun Jun 17, 2012 4:52 pm

Cool, I will definitely familiarize myself with the wiki once it's out. Thanks, y'all!
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Baylea Isaacs
 
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Post » Sun Jun 17, 2012 3:09 pm

Any idea of the process to add/change perks, or maybe even add a new skill tree?
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brenden casey
 
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Post » Sun Jun 17, 2012 12:01 pm

@ http://www.gamesas.com/user/741020-shepherd83/ You can always look at previous things such as this http://cs.elderscrolls.com/index.php/Category:A_beginner%27s_guide while the new kit will ofc be updated the basics should be pretty much the same principals (they have been since morrowind/oblivion.fo3 at any rate)
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Vicky Keeler
 
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Post » Sun Jun 17, 2012 2:59 pm

Starting with a basic house mod is usually a good thing to do. There's probably a basic tutorial on the CK wiki (when that launches) specifically for creating a house.
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Samantha hulme
 
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Post » Sun Jun 17, 2012 10:00 am

Starting out, personally, i think the best mods are the simple ones. Find something very specific and address JUST that specific. If my experience from modding another game holds true, then things can spiderweb on you very quickly. Worldspace, dungeons, scripts, locations, etc can have some indirect relationship with some other area of the game. If your not careful, you could end up causing some unforseen issue elsewhere in the game that you will probably not find until some upset end user tells you your new fancy mod is causing them a CTD. So id go for trying to keep a very low footprint. Changing as little as possible and only changing what you NEED to.

Some of my personal annoyances im going to address as soon as i have the CK, in order of how hard i think they'll be.

- Adjust time scale. to 10 or 12. Easy mod, (if you want to call it that) can do it in game, i just hate typing it every time i start a new character.

- Ancient nord armor needs a buff
- some of the perks could be fixed to better accomidate nord hero weapons. (axes for example)
- Adjust bleed perks for axes. It could use a little buffing.

- Horses. That jumping into the fight shennaningans needs to stop.
- Horses again, adjust dismount animation, speed it up somehow.

- Slow down *some* of the execution moves, a little bit.. Some of them play entirely too fast.

- Blacksmthing could use a little tweaking.


etc etc. Start small, learn the files, data, structures, etc, and work your way up from there.
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CORY
 
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Post » Mon Jun 18, 2012 12:53 am

The first thing I created for Morrowind back in the days was a house outside Caldera where I stashed a lot of uber-stuff and other things. I never released it, of course, but building your own house in-game is a really good idea to get to grips with the CK as well as put a personal stamp on your own game, in a way. Go for it and experiment. I can promise you a lot of fun.
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Ria dell
 
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Post » Sun Jun 17, 2012 6:49 pm

Starting with a basic house mod is usually a good thing to do. There's probably a basic tutorial on the CK wiki (when that launches) specifically for creating a house.
Is there? Excellent :)
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Anthony Diaz
 
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Post » Mon Jun 18, 2012 2:09 am

Create your own NPC + Dialog - http://www.youtube.com/watch?v=NuFepoBHptk

It will be quite similar in the CK.
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Terry
 
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Post » Sun Jun 17, 2012 8:15 pm

I have got a very good idea for a small string of quests with a horror feel that will probably seem quite inspired by Aliens. though I won't be anywhere near ready to start it for a while.
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Brentleah Jeffs
 
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Post » Mon Jun 18, 2012 1:30 am

these are for morrowind but the principals are probably the same but i learned from this
http://www.rpgplanet.com/morrowind/tamriel/tutorials/dragonson%20tuts/

ignore the scripting it seems we got new script language now.
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elliot mudd
 
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