Want to start modding, some initial help?
#1
Posted 25 November 2008 - 04:21 AM
After playing the games again after many years, with mods, I figured I too would like to make some mods. Mostly I would like to add new quests, dialogues and NPC's.
I've heard that with WeiDU it has become easier to mod the IE games.
I have no prior experience from modding, and only know a bit C++ from some courses I took 2 years ago.
Tell me, do I lack too much experience to mod IE, and if not where should I start?
Thanks
My name has nothing to do with personal stalking, it is derived from the Tarkovsky movie.
#2
Posted 25 November 2008 - 04:55 AM
No, I don't even have that, and I can mod few things... The starting point is always the tutorials. If you want to do NPCs, this is the one I used. This might help also with dialogs. And quests are just dialogs that use variables etc.Tell me, do I lack too much experience to mod IE, and if not where should I start?
WeiDU just installs the mods so you don't need to change the games own dialog etc. files with every time and with every mod by hand.
Deactivated account. The user today is known as The Imp.
#3
Posted 25 November 2008 - 05:19 AM
No, I don't even have that, and I can mod few things... The starting point is always the tutorials. If you want to do NPCs, this is the one I used. This might help also with dialogs. And quests are just dialogs that use variables etc.Tell me, do I lack too much experience to mod IE, and if not where should I start?
WeiDU just installs the mods so you don't need to change the games own dialog etc. files with every time and with every mod by hand.
Thanks for your answer, those tutorials seem to cover most of it.
So WeiDU doesn't make making mods easier, but rather prevents hard-to-reverse conflicts by not changing the actual game files?
But I've read that all WeiDU-mods are compatible with each other, but maybe I read wrong and there is still a risk for conflict, just that it's easier to fix?
My name has nothing to do with personal stalking, it is derived from the Tarkovsky movie.
#4
Posted 25 November 2008 - 06:41 AM
Things like NPC, item or store mods generally just add to the game, and thus tend to be compatible with mostly everything.
Edited by vilkacis, 25 November 2008 - 06:43 AM.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#5
Posted 25 November 2008 - 10:19 AM
While you don't really need a lot of 'technical' experience (and if you do then often live assistance may be found on boards), it's a 'design' type that you may be needing. If you want to add one or more big quest (at least as big as stronghold ones) and a couple of NPCs, with all of that fitting well into the game and not looking too TDDish, then it may take a good time to think it all up and write it all down. My point is, if you have little experience designing new content then don't try to make a large mod right from the start. Instead it would be better to make something small first, then expand it into a larger project.Mostly I would like to add new quests, dialogues and NPC's.
Edited by GeN1e, 25 November 2008 - 10:20 AM.
Retired from modding.
#6
Posted 25 November 2008 - 10:29 AM
Icen
#7
Posted 11 December 2008 - 03:46 PM
But I had rather thought of something like a dialogue that has some consequences.
Question: Is it hard to design entirely new areas? Is there any toolset for that or do you have to draw each building by hand?
Edited by neostalker, 11 December 2008 - 03:47 PM.
My name has nothing to do with personal stalking, it is derived from the Tarkovsky movie.
#8
Posted 11 December 2008 - 03:55 PM
Try starting small and making some item BAMs and so on.
Icen
#9
Posted 11 December 2008 - 04:32 PM
translation: go get PhotoShop, BAMWorkshop or/and ImageConverterTry starting small and making some item BAMs and so on.
generaly i would advice you to specialise. yea i know that in modding comunity are well known "one-man-armies" but they are like that becuz of the "need" not personal choice. IE modding have many diffrent aspects and if you would become "good" in even one of them things are geting much easer. teamplay and modteams are the keys. thanks to teamwork the amount of time needed to create a mod shrinks and becomes less stressful. this way one person can take care of the codding when the other creates graphics for the mod, when somebody else writes dialogies.
oh and STAY THE HELL AWAY FROM OLD TUTS!!! the way they are writen made me stay away from modding for last 8 years because how scary and complex they've sounds!
oh and i would advice you to look up for a ""tutor" instead of "tutorial". theres lots of very helpful modders around here. just be nice and polite, and dont expect that after a while you'll make ToB v.2 =)
Edited by Irbis, 11 December 2008 - 04:34 PM.
#10
Posted 11 December 2008 - 04:59 PM
Actually, I don't have an artistic vein at all when it comes to graphic design, was just curious. I'm mostly good at writing (not code), and making up stuff that could happen in a certain scenario. That's also what interests me most. Dialogues, interactions, choices and consequences. Not how powerful your sword is or anything like that.
My name has nothing to do with personal stalking, it is derived from the Tarkovsky movie.
#11
Posted 11 December 2008 - 05:11 PM
Then I strongly advise against making an area with new graphics. Not to mention you'll get to deal with encoding your graphics (and that's a pain in itself for a large map). Cuv have mentioned 'a year' when I asked how much it may take to create a new area.Actually, I don't have an artistic vein at all when it comes to graphic design, was just curious.
Retired from modding.
#12
Posted 11 December 2008 - 05:22 PM
- Liam
Modding Projects
Complete:
Arath NPC - Nephele NPC - Xulaye NPC - Iylos NPC - Ninde NPC - Darian NPC - Yeslick NPC - Adrian NPC - Dace NPC - Valerie NPC - Isra NPC
Viconia Friendship - Mazzy Friendship - Imoen Friendship - Yoshimo Friendship - Sarevok Friendship - Neera Expansion
IEP Extended Banter
Sarevok Romance
Haer'Dalis Romance
In Progress:
Khadion NPC - Delainy NPC - Sarine NPC
#13
Posted 11 December 2008 - 05:25 PM
no one expect from oyu to create new Monalisea or something. but tweaking existing images isnt that hard to learn. if you aim to create a whole NEW graphics... well, thats high caliber for mer O.o but the whole IE based games provides you with all the part-elements you need, all kinds of doors, floors, chests, misc and so. i am a PhotoShop newbie but i can create something like this:
the only thing ive "borrowed" from IE was that guy. on the other hand ive made this using IWD2 hand, pieace of dragon breath from around the web and my pre-made frame+BG
#14
Posted 11 December 2008 - 11:31 PM
Still, I'd go with already existing graphics, maybe a few tweaks at most.
Retired from modding.
#15
Posted 12 December 2008 - 03:14 AM
He's your responsibility then, guys
Still, I'd go with already existing graphics, maybe a few tweaks at most.
That's what I'm going to do actually.
I will focus on dialogue, character interaction and quests.
But it's good to know all this if I want to implement some graphics in the far future. I was merely curious though.
Edited by neostalker, 12 December 2008 - 03:15 AM.
My name has nothing to do with personal stalking, it is derived from the Tarkovsky movie.