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> Getting ready for work., Some basics that will probably be of use
Vagrant
Posted: Dec 19 2007, 16:08 PM
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First off, this mod is being done in 1.1 version of Oblivion, without any expansions installed. In order to work on the project, you need to have only Oblivion and the 1.1 patch installed.
http://www.atomicgamer.com/gameFiles.php?id=647
**Correction - Work can also be done with version 1.2, but should not contain any 1.2 scripting functions or anything SI related**
***The mod will likely be changed to use 1.2 in a future version, so this is more of a guideline if you intend to work on any dialogues than a requirement. SI objects are still not allowed.

You should also have the appropiate CS version.
http://www.elderscrolls.com/downloads/updates_utilities.htm


The project currently uses two versions.

- A development version, which uses ColoredRoomsMaster1.esm

- A client version which uses ColoredRoomsEvalVer01.esm and ColoredRoomsEvalVer01.esp

The differences between these two versions is explained in the download thread located here:
http://z2.invisionfree.com/DarkGenesis/ind...p?showtopic=843

If you want to contribute to the project, you MUST use the development version for all work done.


You should probably also have Nifscope, and become familiar with its uses. Even if you are not called upon to do retextures or anything involving the modification of nifs, you may come into needing a matching piece of furniture for an interior, or some other similar adjustment to make things look right. Having some understanding of this you can then go ahead and make those files without waiting for someone to just swap out the textures.
http://niftools.sourceforge.net/wiki/NifTools

Before doing any work on the mod, make sure you have Oblivion.esm and the project.esm loaded, and nothing else (unless you are continuing work on an active file). This is to prevent any unwanted issues (particularly those involving OBSE (which we aren't currently using)) from occuring. You may even want to remove OBSE and any OBSE mods while working on the project so that complications don't arise.

Before playtesting, you should probably make sure the game runs properly. While it isn't necessary to remove/disable mods (it's actually better not to in some cases) it is suggested that you have a functioning game before testing so that if there are problems, they are easier to track down.

You should also have a good, clean saved game before the esm or any associated packages are loaded. This save will be needed in the case of doors being moved, or other changes which might be stored in save data. You should probably have this save at some point where a quest isn't currently running, and where the character is atleast level 10 and capable. As this is an expansion of sorts, it is expected that people won't be going through the areas with a level 1 character. Some opponents should actually be quite difficult for even level 30+ to fight. You may certainly save your game after this point, but you should always have one to fall back on should you encounter problems.

Mod compatability shouldn't be much of an issue as the realm is set on its own, and not physically connected to the world in any way. The mod will also be using its own leveled lists, containers, weather, lights, and anything else.
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Vagrant
Posted: Oct 31 2009, 17:23 PM
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When you are ready to begin. Start up the CS, and load BOTH Oblivion.esm AND ColoredRoomsMaster1.esm. After it has loaded, you can begin. When you have something done, save it as a .esp just as if you were working on a normal Oblivion Mod. To continue working on your mod later, just load your .esp as the ACTIVE file and everything should load properly if done correctly.


All CS definitions for the project MUST begin with the prefix CR followed by a number related to the are they are intended to be used.

Things defined for use in the Black Pit and attached areas are prefixed with CR1.

Things defined for use in the Golden Plains and attached areas are prefixed with CR2.

Things which are defined for general usage (mostly clutter, generic scripts, or things related to the Garden/Prologue) are prefixed with CRX.

CR3 and above will likely be used on future areas of the project.

The reason for this system is to help keep things organized and prevent issues of duplicate form names. You can name things however you want after this prefix, even including your own name or initials. Form names may be changed prior to merging if they are too long or non-descriptive without notice.


For the time being, only 2 worldspaces can be added to. If you would like to work on a different worldspace (room), you are welcome to make a thread mentioning your intentions and describing your ability to do those things. The main issue is in how the worldspace must be constructed and worked on prior to merging with the mod and how everything needs to be setup. Although I can describe this process, it can be rather complicated. For discussion related to other rooms which are not yet defined, please see this thread:
http://z2.invisionfree.com/DarkGenesis/ind...p?showtopic=900

All other areas of the project are open for additions and changes.
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Vagrant
Posted: Oct 31 2009, 18:08 PM
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About the issue of credit.

It is assumed that all works posted are intended to be contributions toward the project and subject for inclusion. Once included, all works will become part of the project and will be open to future changes/additions without notice.

If you do not want your work to be included in the project, BE CLEAR ABOUT IT from the start. Once something has been merged, it cannot be "unmerged".

All merged works will be accredited to the author within the readme file (even if it makes the readme file incredibly long). All merged works must contain things which you have permission to use (if it is not a resource or a part of the mod, get permission FIRST).

Although you may feel uncomfortable at the mention of other people being able to add to or change the work you've done, most of this will be things like landscape changes, npc packages/scripts, or other minor changes. Your quests, your items, your dungeons will all be preserved in their intended state unless there is a necessary reason for change.
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