Author Topic: Starting out...  (Read 8628 times)

Jubal

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Starting out...
« on: October 27, 2008, 09:43:23 PM »
In the world of modding, starting out is tough. There's basically a clique of guys who willl smash your idea whatever it is, and antoher clique of n00bs who will support your idea but not bother actually helping... It's not so good.

But never fear... This guide to leading a mod team should help!

1. Learn to mod
Amazing how many people miss this one really. You need the skills to do at least half the work on your mod yourself. That means either you need to be able to code AND script efficiently, or be able to model AND skin well AND get items ingame, and you should always know how to scene edit and map because they are basic skills you will definitely need. You don't need to be an expert, but you need to be able to handle doing the work and not freak out.
     Also, know some of the theory of any stuff you haven't learned, because it makes working out strategy for your team simpler. Knowing you need to learn the stuff is tough, but you do; no good or experienced modders will join a team with nothing to show.
Try this guide from Ruthven;
http://forums.taleworlds.net/index.php/topic,48405.0.html
Or the Exilian tutorial list;
http://z9.invisionfree.com/exilian/index.php?showtopic=26

2. Pick your setting - and be realistic
If you've never modded before, you ain't going to make uberstarwarsandlotrmodplosion of uberness on your first try. Basically start by fiddling around with things. Make a small, achievable mod for native before you try any sort of complex stuff.

3. Start your mod
Go for it! Don't worry about a team at first, or about announcing it - get your map ready, get a bunch of models in game if you're a modeller, or a few factions and troops done if you're a coder. If you can't do at least half your intended idea on your own, you've aimed too high.

4. Post your idea
Now we get to building a team. Post your idea fully developed, with screencshots, and a paragraph or two explaining about the mod and what modders you need. Use english, not l33t speak, because everyobdy write off l33t speakers (that was a serious tip). If you don't get any help, keep plugging at it...

5. Beg, borrow, but don't steal
As a mod leader, you need to be a consumate master of getting what your mod needs. Be it models, modders, or that bit of code you absolutely have to have, you must be able to write good PMs or emails to other modders asking them for parts of their mods. Most modders are relatively friendly and will agree, and if they don't you're just going to have to face it. Unless you really can't contact the modder at all you MUST ask permission for stuff though, and ALWAYS give credit where credit is due.
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Jubal

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Starting out...
« Reply #1 on: December 14, 2008, 06:53:00 PM »
updated.
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Ultra

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Starting out...
« Reply #2 on: March 09, 2009, 04:35:42 AM »
nice post. ty for advice