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GamerPoets & MichaelWontQuit
GamerPoets & MichaelWontQuit

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Modding 101 : I NEED YOUR INPUT

.. and I will for a while = ) . This is NOT a Bethesda only topic. You can mod all kinds of games. If you haven't watched the first 101 video please do to understand what this series is. What I need help from you is to give me ideas on what to cover:

-Different modding terms for different games

-General Problems for various games

-Community Issues in general

-Different managers for different games (all that you can think of)

-Important Tools for different games

Below here are the random, unedited, copy and paste of notes that I have already made for myself randomly since the first video.... so far:

what is a modder? A modder is someone who creates mods and or uses mods. Some people like to try and say that you aren't a modder if you don't create mods. So should a person who uses mods be called a mod user? a mod installer because he or she installs mods? I guess a mod installer user? that's silly to be polite... if you use mods you are a modder. If you create mods you are a modder. If you create mods you are also a mod author. Mod authors make mods. No one else can be called an author. If you have downloaded and installed a mod, if you have changed an .ini file setting, hell there are tons of mods that you can download that do nothing but change settings that you can easily go in and change yourself.. and in many cases.. will... and hell again.. if you change a setting in the in game menu.. you have modified the game... ever increase the games difficulty? Well words have definitions don't they? You raised the difficulty you modded the original game. I wouldn't go as far as calling a person that pushes the slider a modder but they still modified the game and it could be debated.... Modder... any one that users or creates mods. Mod Author: someone who creates mods,

Devs- Developers.. the people, team and or corporate entitiy who created the games that you played. Sometimes teams of modders who work on large projects are also refereed to as developers and they have every right to be. 

official tools: utilities created by developers and given or sold to whom ever wants to try them out to create mods. 

unofficial tools or third party applications: are utilities created by community members to help us expand upon the official tools, to do things that the official tools do not and or both as well as to applications to help us streamline our modding in various ways.

textures also known as skins are the thousands upon thousands of 2 dimentional portraits that wrap around all of the structures in the game. From weapons and armor, to streets and dirt, to vheciles the sky and even characters skin... these are the textures of the game. They bring the color...

show plugins and how to make them work with each other, what ones do, what ones dont, how wto use xedit, merge plguins, merge patch, bash patch for a particular set, so on

Newer games are always the most enticing to mod... because they're new... but so are the mods and potentially some of the techniques and software
need to mod. This means that there is a lot of room for errors, updates, patches, 
bugs and revision. 

If you want to gradually step into modding I would suggest that you choose a game,
which is a little older. Games that have well established communities and guidelines
in place for modding are going to allow you to guess less and to be instructed
more pricely. Older games most likely have full start to finish guides that you can follow
along with to mod how the creator of the guide likes to play the game. You don't neccesarilly have to follow guides but when you first get started it may be best to
choose a reputable and well tested guide for a particular game and follow along just so you can get use to the steps... take things slow

modding is about give and take. sacrifice one mod or a resolution so you can add another one or make something compatible.

hardware is important to consider. In most cases you are going to push the limits of the game way beyond their basic requirements... 32bit games are limited not just by hardware but by the game engines themselves and may not be able to utilize all of your hardware (show the limitations of each series of games). then you have to consider resolution, how mayn frames per second you want and what is suitable/acceptable for you and work on hitting your goal. If you are buying hardware for modding then buy pieces that can be upgrade without having to redo your entire system. you want to be able to swap individual pieces out not have to ditch the entire thing

mod managerswhat games need them? have them? do you need to use them?

id say if you want a 100 mods installed then yes you "need" them (bugs bunny ears for quotation marks about "need").
If you are installing only a hand full of mods than I would tell you that learning a mod manager could be a waste of time for you especially if you really don't care to dive too deep into modding.
Some mods, for some games do work better with mod managers or at least, more easily and information is more readily available for mod managers with some games like TES and FO. You will be hard saught to find information for mods like.... for... other than for use with a mod manager. So the next question to ask yourself is.. how much time are you willing to put into to experiment and troubleshoot? are you willing to make a game out of modding the game?.. if so... you may end up being someone who uses a mod manager anyways... so  then there's that = )

i will list mod managers for games and links and in comment.

understanding what you can mod in a particular game-files (.esps, esms, .ini, .settings, .xml, so on)
Developers may use different file types that they have created themselves in their games, different text documents so on. Understanding what you can mod if the first step to understanding what you should mod first if anything... another step down the road of, which path to take. Show some games and the different files.

-do overlays work? (enb, reshade, so on)

-are the mods for a particular game going to get you banned from multiplayer and elsewhere? (the forest for example... generally, multiplayer mods are frowned upon due to many of them being cheats). Cheat mods are going to make your opponents stop playing. When people stop playing the game loses momentum and eventually its abandoned by the developers as they move on to something else. This may not be in all cases but common sense should be used here.

-where are the files located?
are they in the game folder, documents, appdata? Take your time and figure out where the files from the game that you are modding are being stored. Are they write protected? Are they in the program files folders? (show how to enable security but what the downside is)

Comments

Read all the stuff. Great stuff! It would be great to learn about all the stuff written here. Of course I'd prefer Skyrim and or Fallout (4) modding but if there's stuff that's generally usable that's even better. If all this stuff IS generally usable I'm just a happy camper partying with al your synaptic sparks!

Elim Rawne

I wouldn't mind seeing a series on modding the steam version of Final Fantasy VII. I modded it a while back, Updated textures mostly, but the process is so involved that I would have to research the process again, and find all of the third party installers, and texture packs. Having a tutorial series that consolidates the various file downloads, and install process would be a big help.

Trosski


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