Anyone Want to work on a very large "Mod" with me?

Post » Mon Jun 18, 2012 4:24 pm

I have decided to create a world, within a world. However I am a noob to modding and wouldn't mind a few people to help. Maybe if I can get a person for each specific job that would be awesome. Someone to do quests, NPCs, dialog, etc. I am getting pretty decent at world building and what I am building is well a large world of dungeons(I can explain more if you want to help). Anyways, If your are interested then message me.
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Lizs
 
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Post » Mon Jun 18, 2012 4:17 pm

Okay, this is something you need to know.

Nobody will join a newbie modder to work on a mystery mod project.....everyone has their own ideas, your basically asking people to volunteer for work....so if you want people to help you you've got to sell it to them. Dont worry about people 'stealing' your ideas. I mean really 'sell', pictures, plans, your skills etc. Quite frankly, without anything to show, you won't get experienced modders doing things for you, at best you'll get other new modders and the project will end up collapsing from in-experience.

Since you are new, you also don't have any experience with modding which means you can't actually do much to help on such a project other then give ideas (and as I said before, everyone has ideas). Learn how to use the Skyrim CK, start working on your mod, ask lots of questions and learn. Once you have something to show towards your mod, then maybe you might get attention from people that want to help. Then you will know what is possible with the CK, you will show you have dedication to your project and it may inspire others to join you.


You will end up doing the majority of the work on any project, modding is not something you can just palm off to someone else.
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Michael Korkia
 
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Post » Mon Jun 18, 2012 9:57 pm

I have my own world as a hopeful eventual goal, but I'm going to start by myself, and not request any help until I am very good at modding and have a highly conceptualised and confident plan with some progress already made. I suggest you take the same route. like Da Mage says, ideas are good but everyone has them and wants their own ideas to be done, so if they are going to follow someone else's idea, they need a very, very good reason to do so.
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Beast Attire
 
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Post » Mon Jun 18, 2012 9:28 pm

The first thing anyone can suggest - and the best thing to do, is to start small. Learn one thing and what it can do. If you're still very intent on your mod idea, then begin one small area of it. Say a small village or something. Build the village and then make a small quest.

When you have something to show, you can try to convince others to help your mod.
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^~LIL B0NE5~^
 
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Post » Tue Jun 19, 2012 2:01 am

my advice is to start of small :) make yourself a nice little cave with a few intresting quests and such, then expand from there :) Even better, if you can think of a way to make your huge idea, and break it down into smaller parts that could be standalone features. e.g I want to makea massvive house that has rooms for each daedric god and each divine. I would start off with jsutthe main entrance hall, and then when thats done, id wahck in a door to oneroom, etcetc.

A lot of "first projects" are overly ambitious and usualy die, so start small :)
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Mark
 
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Post » Mon Jun 18, 2012 5:12 pm

Yes I have to agree. I am very happy that I decided to start small: My First mod comprises of small things covering each area of modding. Adding new Items/Recipes/Enchants/Perks/Scripts is part one. Part two will be adding a house and a forge to a cell. Part Three will be creating a new quest. Last Part will be to create some replacement textures to attach to some of the newly created items. Each is a stage of it's own and each on it's own is easier to achieve, more motivating since you see progress faster and a lot easier to plan/manage.
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LuBiE LoU
 
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