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Oblivion Project
Oblivion Project
| Name: | Patrick Menke | |
|---|---|---|
| Date Posted: | Jul 04, 2008 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Patrick Menke |
Blog post
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.
Recent Blog Posts
| List: | 07/04/08 - Oblivion Project 05/22/08 - The New Guy |
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Submit your own resources!| Donald \"Yadot\" Harris (Jul 05, 2008 at 16:28 GMT) |
| Kevin James (Jul 05, 2008 at 17:29 GMT) |
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.
| Ryan Clifton (Jul 06, 2008 at 00:07 GMT) |
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.
| David Montgomery-Blake (Jul 07, 2008 at 18:33 GMT) |
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.
| Patrick Menke (Jul 11, 2008 at 05:04 GMT) |
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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