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