Oblivion Project
by Patrick Menke · 07/04/2008 (3:50 pm) · 5 comments
I have been playing oblivion for most the summer season. I have great ideas about certain mods for it and will begin to work on them, such ideas are good ones and some are out of this world. Such as an mod to add a multiplayer capabilities to oblivion, if it is possible :). But then again there might have been a reason for the game to have multiplayer. Another such thing was creating a new land for people to go to an colonize. Pretty much the The New World except for Oblivion. These are some projects i will be working on in the future, is moding Oblivion. If someone wants to help, just e-mail me: menkpa@hotmail.com.
#2
Donald offers some very wise suggestions. TGB is great for beginner programmers. Modding is great for beginners too, but not Oblivion modding. Try the Aurora Toolset for Neverwinter Nights.
07/05/2008 (10:29 am)
The most experienced programmers in the world, excluding any who worked on Oblivion, would probably have little success in adding multiplayer to Oblivion. You can forget that one. ;)Donald offers some very wise suggestions. TGB is great for beginner programmers. Modding is great for beginners too, but not Oblivion modding. Try the Aurora Toolset for Neverwinter Nights.
#3
As for using TGB, why not make a simple RPG with that? No 3D content creation to limit you and an RPG is easily expandable. Once you get your player walking you can add stats, monsters, items, everything. It is scalable so as you learn you can improve the project and it will grow with you.
One of the major reasons that allot of Oblivion mods, and any other project, fails and dies is the scope. If you start with this grand idea it may attract allot of attention but it soon becomes overwhelming. If you start small, it is far easier to then go back and add to a project and expand the scope.
With that said, you can't do anything great without trying.
07/05/2008 (5:07 pm)
There was a multiplayer mod for Oblivion awhile back, dead now. It spawned an NPC in each persons game world that had all the the attributes and items of the original player. Commands were sent to make it move and such. Very glitchy but the project proved it was possible. Something that changes the fundamental gameplay like that really requires source access to work properly though.As for using TGB, why not make a simple RPG with that? No 3D content creation to limit you and an RPG is easily expandable. Once you get your player walking you can add stats, monsters, items, everything. It is scalable so as you learn you can improve the project and it will grow with you.
One of the major reasons that allot of Oblivion mods, and any other project, fails and dies is the scope. If you start with this grand idea it may attract allot of attention but it soon becomes overwhelming. If you start small, it is far easier to then go back and add to a project and expand the scope.
With that said, you can't do anything great without trying.
#4
The new world one is a fun idea. First, I would recommend starting small with the new world. Work on the port of entry, the colony, and then work up to the creation of new classes, etc.
As Kevin notes, I strongly prefer the Aurora toolset for NeverWinter Nights to the mod tools available for Morrowind or Oblivion. They were extremely intuitive to use.
07/07/2008 (11:33 am)
Mod projects can be very, very cool, especially if the game you are modding is similar to what you want to make down the line. It can give you a strong sense of how to do a lot of things without it being overwhelming. Planning on adding multiplayer to Oblivion without the source code is an interesting mod project, but not as feasible as it may sound; which may be why the previous mod project didn't get very far or pan out.The new world one is a fun idea. First, I would recommend starting small with the new world. Work on the port of entry, the colony, and then work up to the creation of new classes, etc.
As Kevin notes, I strongly prefer the Aurora toolset for NeverWinter Nights to the mod tools available for Morrowind or Oblivion. They were extremely intuitive to use.
#5
I was thinking about that New World Project. It would be a good idea to start small and go from there. I think
it would be possible if i gave it time and effort.
The possibility of a a simple TGB game would also be much easier. It sounds like a lot of fun and I'm leaning towards that suggestion.
07/10/2008 (10:04 pm)
Alright, I get what most of you are saying. I was thinking about that multilayer one. To me it seemed really difficult, and I guess it was confirmed by you guys. Which I thank you all for your suggestions because I defiantly need them. I was thinking about that New World Project. It would be a good idea to start small and go from there. I think
it would be possible if i gave it time and effort.
The possibility of a a simple TGB game would also be much easier. It sounds like a lot of fun and I'm leaning towards that suggestion.
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