Total Conversion Mods Skyrim

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Skyrim

Total Conversion Mods Skyrim

Conversion

About Total ConversionsMy views on modding games for Total ConversionsOverview: This is my general opinion on Total Conversions for The Elder Scrolls or any game for that matter.Build and release small parts as resources. Doing things and giving people small tastes of what's to come can build interest and generate more small releases. I'd only recommend starting a TC when there is an overwhelming number of existing resources and people interested in helping out. This is a hobby for most people so having one modeler on your team doesn't mean you've got models covered (for a large project) because that person doesn't have 40 hours to dedicate each week. The project leader would need to know how to match the scope of the project to the resources available.

If you have 1/4 of the models and textures as resources and only 1 modeler, 2 texture artist a Construction Set/Scripter, you are working on a small team and need to have a small scope if you are to actually achieve a finished product. Great ideas and scope creep can kill the possibility of an actual release but if managed properly can yield promising results.Starting a project with the goal of a Total Conversion in a new world space is probably too big of a project unless you have A LOT of people backing you (not with just moral support either). I'd suggest starting small and maybe build a town or island at first.

If that's successful, you might be able to attract more people to the project and grow it to the size of several towns/islands. Start with something you know that you can accomplish quickly and have the skill sets.not something like holding up a project trying to get a two-handed blaster firing a laser shot working in a game that wasn't designed for such weapons. That needs to be something developed and released as a standalone resource as a Proof-Of-Concept rather than something that needs to be tied up into a large mod.Also, as a project leader, you really need to have the skills to do the entire project yourself. If you don't, you have no idea what it takes or what is realistic in the areas that you don't have competency in. This also means that if you cannot complete a particular part of the mod yourself, that means your entire project can be put on hold indefinitely until someone comes on board with those skills, time and willpower to get it done.LHammonds. Bear in mind that Elder Scrolls allows for pretty much unlimited in-universe expansion simply by asserting, 'this place is on an alternate plane of existence, and you can get there by magic.' This way you can have your total conversion, and other people can have their lore-friendly expansion, at the same time.

The only reason for a true total conversion is if you're trying to incorporate an different intellectual property, like Lord of the Rings or Warhammer or Conan or the like. And even then, you could probably get away with sticking a teleport gate on a remote mountaintop somewhere (steal the one from the main quest, maybe) and send people off to an alternate realm of the Elder Scrolls universe. I'm hoping on working towards a Runescape Mod.