Thinking about starting a new mod.

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Corinthian Hoplite

Sergeant Knight at Arms
Right, I want to start a new mod, and this time, I'm aiming for a public one.

I don't have a background idea or something, just a few goals:

1. Change all faction names.
2. Change all faction troops.
3. Change all town names.
4. Maybe remove a faction.
5. Change all bandits.
6. Add a few items to allow greater freedom for creating the faction style/troops.
7. Add a specific storyline when I have the factions and bandits fleshed out.


What I really want to know is how should I prepare myself for a project like this, and if you actually advise me to start it.
 
CompanionCake 说:
Easier said than done.  :wink:
First things first, you need to get a team together, think of a name?

WRONG. What Cumandante is doing is exactly the right way to learn. Start small. Only idiots say "alright, I wanna build the pyramids of Giza. What's this stonemasonry thing then, eh?"
 
So, should I start it?

Do you think I could find a modeller/skinner to make some items?

I still need to learn a few things to remove a faction, though.
 
Then maybe start in the forge and not with trying to make a mod.

Its not that hard to learn to model and texture yourself from HEW's video tutorials.
 
You should start it, yes.  What era will you be making it? (guns/no guns? Early medieval, later on? Fantasy? Classical?)
 
Starting a mod without enough skills is a good way to keep the enthusiasm while learning and don't give up. You'll also know what you'll be shooting for this way, on every step you take. I reccomend you work on something that has always been a source of admiration and interest for yourself, though, not for others. Sounds selfish, but its not, really, since you'll be doing mostly everything by yourself. You need to keep yourself excited about it.

EDIT:

Regarding your question, I would say start with modelling, then scripting (to get those items ingame and for a glance at the basic layout and how tuples work), then smd modelling and rigging, texturing, then back to scripting, this time for a more indepth look. The map is the easiest part, though time consuming. Downloading sources from other mods is a good way to learn how they work, and how other modders use different constants and call original scripts to get their new system through. Then you'll see those constants and other pieces of code spread out across the native files. It'll help you better understand how things work. The module documentation, although not updated, is a good help as well.
 
If you're just trying to learn, don't "start a mod" as such.  Instead, make a change ("a" change, as in one) and play with it, to see what effect it has (visual, gameplay, whatever).

After collecting a few changes of the same type (say, a group of new weapons, or rewritten conversations, or whatever you start on), release them as a mini-mod/developer's package, or contribute them to a more established mod - that will get you feedback from other people, and so a chance to refine your skills and clarify your objectives.

If you start "a mod" by yourself, you'll get bogged down.  It will sap your will to continue long before you have enough changes to be noticeable.  Start smaller.

There's a proverb in linguistics about learning a foreign language, that says "the way to eat an elephant is one bite at a time."  It applies to computer programming projects as well.

 
If you do decide to work on a minimod, like adding items, changing small bits of script or retexturing (ie. what Ron said, "a" change), just try not to stagnate and become a "one trick rabbit". Internal strifes occur often, unless the team is a very mature one. It's good to have some help, but relying heavily on other folks might lead to a halted or even dead project. If you keep a main objective (your mod) in mind, you'll always be adding to it, and will be working on it full time soon enough.

EDIT:

One thing though, making too many plans too early is a trap, as fisheye mentioned. You're on the right track.
 
I have some faction and troop scripting ability, this isn't exactly my first mod...

The hardest part will be, undoubtedly, creating the new items.

Also, I don't think I really need a team for this mod (if I can actually create the items).
 
Here's a little idea for Cumandante and all the modders out there.

I've seen a lot of newbie modders try start out by grabbing a piece of historical/geographic real-estate and say "alright, total conversion, booyah!"... and then set forth to make hundreds of models, scene props, new troop trees, factions... That's fine. One way to do it. But most of the announcements of this week were of this form, which makes me think you guys are missing something.

It would be interesting if there was more exploration of the medieval paradigm that is already in M&B. There is a lot of stuff that is unexplored, and only involves scripting which is really easy to learn.

Set-piece missions: Who says you have to go on battle after battle with the same old plate armor, charger and 50 swadian knights? What if you were a professional soldier and had to go into unknown situations with only what the quartermaster can spare for that mission? What if your mission was not to "kill everything in sight and loot the hell out of it". E.g. Intelligence suspects Khergit outriders are making preparations for a siege. Patrol the area around Rivacheg. You are given a light courser, and a hunter's disguise, and 5 mounted scouts. Engage targets of opportunity but retreat if facing overwhelming odds. etc etc...

Story-based mission chains: Like the good old space and mech sims, missions can tell a story. Escort a merchant to somewhere, he gets attacked by heavily armed mercenaries, what's he carrying that's so valuable? Find the lost thingamajig to tell you more about that thingamajig, help out a retreating campaign army (a series of defensive actions getting more and more desperate) ... etc etc....

These mission pieces can easily be modular and just absorbed into any medieval-themed mod. It would be a great way to improve gameplay. Think about modules like in the D&D paradigm: i.e. a quest, or a standalone adventure that can be played together with other stand-alone adventures in the same setting. Not just a Total conversion. Not only are major quests just as much fun to make and play as new settings, but they're much easier to do and better practice for newbies. There's a lot of potential in mission templates that very few people are exploring. Really it's not that hard.
 
I agree and I'm looking to do something similar with my mod. Be given a scouting party and as you gain renown and complete missions (that reflect what a party of that type should be doing) you are given command of larger parties and better titles.
 
You don't need to make custom items for your mod.
There are tons of new items already made and free to use, you just have to bring them together.

Other than that, sure, make a mod. faction/troop/item conversion mods are always fun to play. and if you still have ideas and motivation later, you can add to it.

Or go the route of scripting new features without much change to the native set of troops/items/factions.


And you don't need a team for first mod.

 
fisheye 说:
Here's a little idea for Cumandante and all the modders out there.

I've seen a lot of newbie modders try start out by grabbing a piece of historical/geographic real-estate and say "alright, total conversion, booyah!"... and then set forth to make hundreds of models, scene props, new troop trees, factions... That's fine. One way to do it. But most of the announcements of this week were of this form, which makes me think you guys are missing something.

It would be interesting if there was more exploration of the medieval paradigm that is already in M&B. There is a lot of stuff that is unexplored, and only involves scripting which is really easy to learn.

Set-piece missions: Who says you have to go on battle after battle with the same old plate armor, charger and 50 swadian knights? What if you were a professional soldier and had to go into unknown situations with only what the quartermaster can spare for that mission? What if your mission was not to "kill everything in sight and loot the hell out of it". E.g. Intelligence suspects Khergit outriders are making preparations for a siege. Patrol the area around Rivacheg. You are given a light courser, and a hunter's disguise, and 5 mounted scouts. Engage targets of opportunity but retreat if facing overwhelming odds. etc etc...

Story-based mission chains: Like the good old space and mech sims, missions can tell a story. Escort a merchant to somewhere, he gets attacked by heavily armed mercenaries, what's he carrying that's so valuable? Find the lost thingamajig to tell you more about that thingamajig, help out a retreating campaign army (a series of defensive actions getting more and more desperate) ... etc etc....

These mission pieces can easily be modular and just absorbed into any medieval-themed mod. It would be a great way to improve gameplay. Think about modules like in the D&D paradigm: i.e. a quest, or a standalone adventure that can be played together with other stand-alone adventures in the same setting. Not just a Total conversion. Not only are major quests just as much fun to make and play as new settings, but they're much easier to do and better practice for newbies. There's a lot of potential in mission templates that very few people are exploring. Really it's not that hard.
Although it would be really fun and new to play, I am not comfortable with trigger and quest editing, and would probably require a lot of help to do the mod. I don't want to, I want to do it alone.

I'm already going to do something new: modelling (and possibly skinning). I may, however, do as you say, if, and when, I have the mod estabilished.
 
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