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I released a mod (Emissary), and some advice for others!


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#1
FergusM

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I just released an actual playable content mod called Emissary, seen here.

You play as a party of darkspawn and I don't think I'll say more than that. It's also fairly quick to play!

However, I notice that there aren't a lot of released quest mods! So, I kind of wanted to answer any questions people might have about how any part of the mod was created. I know there's a lot of stuff which has a steep learning curve, and it isn't always clear what you even need to ask about until you see someone else do it.

Some general observations:
1) Start small. The toolset has a lot of different editors and a lot of complexity. Try to learn just a little bit first, then work out from there.

2) Don't create your own levels at first, and play around with the level editor extensively before creating something you're going to actually use. Plan out the space you want to create before you start; make sure you don't run into the edge of the map. The level editor is a beast and could be pretty discouraging if you try to start there.

3) Poke around. There's a lot of random buttons and lists of files that don't seem to make much sense at first. But if you explore the toolset for long enough, you'll eventually start to pick up more of what is where and how to accomplish things.

4) Learn what actually makes up your mod. 2DA files, files exported from the database, the export directories they go in, FMOD projects, etc. It's important to understand where each part is coming from and how they fit together. This is important when actually packaging up your finished mod.

5) Try to get small things working entirely one at a time, rather than doing it all at once. Do something in the toolset, get it working in game, try getting it working on another machine. Design a room, the monsters for that room, the sound for that room, the cutscenes, scripts etc for that room all at once. It's no good if you get to "Do all the scripting for everything in the mod" and find out things don't work how you thought they did and now you need to change everything.

EDIT: Oh, and thanks to Craig Graff. I don't know how he gets any work done when he spends all day answering our inane questions in the scripting forum.

Modifié par FergusM, 20 avril 2010 - 10:20 .


#2
Challseus

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Congrats on the release!

#3
jshunt01

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Fergus...interesting concept. Congratulations on the mod release.

I'll take a look. I'm surprised there hasn't been more "completed" releases, but a lot of folks start and bite off more than then can chew (which was one of your points.)

EDIT...Excellent job on your mod.  I liked seeing things from the Darkspawn perspective.  The first scene with the humans talking to you was great.   Take this as a compliment, the biggest gripe people will have should they play it is they'll want more!  Per you request, I'll cast my vote....great job.

Modifié par jshunt01, 20 avril 2010 - 02:36 .


#4
FergusM

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Thanks for the kind words. :)

#5
Magissia

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Good work ! I clicked the "+"