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Thread: A guide to the modding process

  1. #1

    Icon2 A guide to the modding process

    This forum boasts many good tutorials on how to make a mod and how to implement specific things.

    Based on experience from my daily working life managing complex projects I will like to share my knowledge on the process of making a mod.
    A mod shall be regarded as a small or big project based on the scope.

    The mod process is divided into different phases:


    • Idea or planning phase (appr. 10% of your time)
    • Research phase (appr. 30% of your time)
    • “Modding” phase (appr. 30% of your time)
    • Testing phase (appr. 20% of your time)
    • Release phase (appr. 10% of your time)


    Planning phase


    Here you define your mod and maybe announce it in the forum.
    · Scope and define the mod you will make. What are your requirements?
    · Identify the tools you need to complete the mod. What editing tools do you need?
    · How will you control the revision of your files?
    · Will you mod directly in PFM or use a .tsv editor when making changes.
    · Seek inspiration from other modders in the forum.
    · Has anyone made a mod with the same scope as yours?

    Research phase


    This can be the most time consuming part of the process.
    · Are your mod historical based or fictional?
    · Learn how other modders have implemented similar ideas.
    · Use the internet reading on the mod subject.
    · Use the forum research pages to gather information and share your own.
    · Go to the library and find books or data on the subject.
    · Based on your research make a spreadsheet or document on your findings and how they shall be implemented. (this will save you a lot of time later on)

    Modding phase


    This is where you implement your ideas.
    · Read tutorials!
    · Make small changes and do frequent engineering tests to see changes in game.
    · Use your spreadsheet to track progress and note bugs and odd behaviour when identified.
    · When you think enough contents are included you freeze the revision and release it for test.

    Test phase


    Very important step to verify changes and ideas.
    · Test the modded files with a vanilla installation or with the compatible mods you have targeted.
    · Test the aspects of the game that your mod interferes and test it thorough.
    · Identify bugs along the way, update and do consecutive delta tests.
    · When you are satisfied with the test result, you don’t change your mod files anymore for that release.
    · Use beta testers if the mod is complex (2nd person review)
    · If possible make screenshots of your test results or document it otherwise.

    Release phase


    Here you share it with the forum.
    · Keep your files under configuration control. Perhaps use a SW program for it like Subversion.
    · Decide if your work can be used by others.
    · Backup your files.
    · Post your mod on the forum and describe what it does and what it changes.
    · Give credit to third person work included and contributing persons.
    · Show your sources if you’ve made a historical minded mod.
    · REP+ persons who you credit, it is the best way to show appreciation in this non-profitable forum.
    · Be prepared to help people who can’t run your mod and digest any feedback.

    From there on it is up to you to go through the same process again for a new iteration or a new mod.

    Remember that anyone can be a modder as long as you can master the tools. The real heroes are those who develop the tools.

    Best regards

    iutland

  2. #2
    Thoragoros's Avatar Citizen
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    Default Re: A guide to the modding process

    I'd agree with most of what you said.

    I might also add 'Keep up with Official Patches,' and 'Be prepared to rebuild your mod after official patches have been released.'

    For instance, with The Great War Mod, I now have to basically rebuild several major files, all of which had pretty much been reconstructed from the ground up.

    That can be both tedious and disheartening.
    Founder of The Great War - A WWI Mod, Creator of Thorized - Napoleon: Total Combat

    Where Gods Walk Among Men
    The Line of Thor
    Patron of: Bethencourt, Hip63, m_1512

    Under the Patronage of Captain Blackadder, Member of the Legion of Rahl.

  3. #3

    Default Re: A guide to the modding process

    Good plan of attack for all Iutland.

    Sadly im not nearly disciplined to do half of the excellent ideas but id sure recommend them for any1 starting - i seem to take the yogi bear approach.

  4. #4

    Default Re: A guide to the modding process

    Quote Originally Posted by Thoragoros View Post
    I'd agree with most of what you said.

    I might also add 'Keep up with Official Patches,' and 'Be prepared to rebuild your mod after official patches have been released.'

    For instance, with The Great War Mod, I now have to basically rebuild several major files, all of which had pretty much been reconstructed from the ground up.

    That can be both tedious and disheartening.
    Hi Thoragoros

    Thanks for the positive feedback.

    I Agree, that is part of the obligation to keep the mod "alive"

    Sad to hear that you need to reconstruct it.

    Cheers

    iutland


    Quote Originally Posted by Dogmeat View Post
    Good plan of attack for all Iutland.

    Sadly im not nearly disciplined to do half of the excellent ideas but id sure recommend them for any1 starting - i seem to take the yogi bear approach.
    Hi Dogmeat

    Thanks for the positive feedback.

    I wonder why you end up with the good results you do then, you must do a lot of testing before each update?

    Cheers

    iutland

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