1. When did you start playing Elder Scrolls games, and what drew you toward playing them?
I
heard about TES games first when Daggerfall came out. I would have
loved to play it, but my PC was too bad back then. So the first time
for me was Morrowind, which I only played on Xbox (again - PC too
low-end). What really makes a RPG for me is that you can actually
roleplay and are not forced into playing someone you don't want to be
or doing something you don't want to do. The free world of TES really
amazed me and even though I couldn't use any mods on Xbox I still loved
Morrowind despite all its flaws. When I read about Oblivion I made sure
to have a top-notch gaming machine at the time it came out. It was
really that one game that made me buy a new computer.
2. What do you like about being able to mod Elder Scrolls games, and what types of mods do you enjoy making the most?
With
the Construction Set and a few basic modelling skills I can make my
imagination become (virtual) reality. It's not as hard as making a game
from scratch and the results can look very professional. I love walking
through my own creations (mainly interested in making architecture and
world spaces now) and sometimes I just walk around without a reason
even though I have seen everything many, many times already.
3. What mod are you currently working on, if you can share that information?
I'm
working on a recreation of the Sheogorad region from Morrowind right
now. And did so for the last 5 months. The mod will have a main quest
about a secret Dwemer facility which the player will discover in the
ruins of Mzuleft. It will give one more possible explanation for the
sudden Dwemer extinction. Apart from that there will be sidequests and
other things to do. I'm aiming at making a small expansion, about half
the size of SI (quests and accessible worldspace size, other content
will be even more than SI).
All meshes that can be found in
the region will be redone by me for Oblivion, with a higher polycount
and highres, normal mapped textures. For architecture and landscape
objects that is, I don't plan to do any armors, weapons or creatures
for the first release. But fortunately there are already a lot of
resources for that and I will include as many high quality custom
equipment as I can get permission for.
Currently I have one
team member that helps with landscaping, but I hope to attract some
more talented modders once I make a WIP thread at the official forums.
Here are a few WIP screenshots of the work done so far:
Dagon Fel (landscape outside unfinished)
Ruins of Nchardahrk
Rotheran (again landscape unfinished)
Sanni
Inside a Dwemer ruin
A forgotten shipwreck
Ruins of Mzuleft
Mushrooms everywhere
Small Velothi village at Ald Redanyia (no doors, lights and decoration yet, not in Morrowind)
4. Of all the mods that you've worked on, which one do you view as your favorite?
I've
made a few medium sized mods so far only, but right now it is probably
the 'Natural History Museum'. I like collecting things and I think I
did a good job on the statue poses. I have a quite large update for it
about 50% done, but currently I have no time to finish it. Maybe I can
do it inbetween somehow. But my 'legacy' is definitely the mod I'm
currently working on. I guess I spent more time on making it already
than I did for all my other mods combined.
5. You have worked on
a few Unique Landscapes mods, what are the specific types of things
that go into making a mod such as that?
One idea in my head and
making it look as close as possible in TES afterwards. UL modding is a
very basic type of modding as it doesn't require much skill. Only
dedication and attention to detail. And not getting bored of placing
hundreds or even thousands of objects by hand.
6. What type of modder do you consider yourself; a jack of all trades? Scripter? Modeler?
I'm
most definitely a Jack of all trades, but I mainly do models right now.
I can't make very complicated scripts like TalkieToaster or Scruggsy,
but it's enough for making quests, setting up traps and the like. I'm a
visual person, so I wouldn't get the same satisfaction from making
something like, for example, Thieves Arsenal as I do from making
architecture and other models.
7. How do you view the feedback given to you about your mods? What is the best type of feedback you've recieved? The Worst?
I'm
always interested in feedback and I think you can't have a better beta
test than thousands of people playing your mod. So the best feedback
are bug reports since one person or a small group can't catch all bugs
in a large mod.
What annoys me is when people complain about
small details they personally don't like and ask me to change them
(sometimes even with a lower rating unless I change the details they
don't like). Do they send letters to Bethesda because they think the IC
tower should be purple and not white? Fortunately that's not very
common, most people give constructive feedback or just praise what I've
done (hooray!).
8. How do you view Oblivion modding advancing in the future?
As
long as TES V isn't coming out (and I don't think it will in a very
long time) the modding will improve. If you started modding in 2006 and
still do it there is a good chance you know what you're doing. And
someday everyone wants to do more than just a simple preconstructed
house mod. I don't mind if there aren't 1000 mods coming out a month
anymore. If there is one fantastic mod like 'Lost Spires' every three
month or so it will keep the community alive. Oblivion is not an
out-of-date game despite being two years old. On my overclocked 8800
GTS I can barely play smoothly (40+ FPS for me) on max settings and I
haven't seen a RPG that looks better yet. So far there is no RPG that
can compare to the do-what-you-want experience Oblivion has either
(except for Morrowind of course).
9. Can you give any advice to those interested in taking up modding, or who are beginners?
Don't
be scared of anything. You can learn how to model, script and texture
quite fast if you really want it. Of course you won't become a Ghogiel
or Scruggsy in a few weeks, but you can definitely do a lot more when
you take the time to learn something new instead of making requests or
using bad looking and time consuming workarounds. The more skill and
experience you have, the easier, faster and most importantly less
frustrating it will be to hack your ideas into a mod.