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Developing a mod: strategies and scope, when time is limited (BG2 mods mostly)

So these are just some observations, with regard to mods in BG2 mostly
(I don't know the mods for BG1 really, so I can not talk about them).

We can, sort of, group how mods are designed into some groups.

For instance, the first group is people creating one mod and leaving
it at that; and sometimes they make more than one mod. An example
is Glittergear (https://github.com/Glittergear) to some extent,
e. g. the Fowl Wish mod - but also a few more.

On the other hand of the spectrum are mod authors that create, kind
of, one big mod. An example for this is the Dusk NPC mod, which
lateron became Autumn Fall (and has more than one NPC now). Here the
strategy is, sort of, to build a cohesive unit via one very large
mod.

In the middle here are mod authors that fall between these two
spectra. For instance, there is Lava, who has many mods, most of
which are somewhat small-ish, though there are also some larger
mods, e. g. Barovia mod. And Acifer, who features larger mods,
e. g. Lost Goddess mod.

If you are a new mod author, which approach to pick? Well, quite
logically, smaller mods, such as the peacespeaker mod:

https://github.com/bucketfulofsunshine/peacespeaker

This has mostly just one theme, a kind of "scimitar" that can
talk. I assume this is the simplest approach, since you learn
at an easier pace.

Argent77 also has many mods, which are of medium size mostly or
even larger size (golem construction mod). Though he puts more
emphasis on meta-mods or gameplay options or enhancements these
days, so Argent77 is a bit in a special category. If we want
to simplify the above, we kind of have three strategies for
the most part:

1) One more; or few, small mods.

2) Mods of medium size and some time effort for each (e. g.
Acifer and Lava).

3) Huge mods (e. g. Region of Terror or Autumn Fall).

Give or take, as a category. Which strategy is best though?

This depends, of course, on the available time and knowledge,
so naturally smaller mods that may be extended, would make
the most sense for starting authors. And I personally prefer
the Lava mod approach because they are very modular, e. g.
with the Lava mods I tend to approach the game differently
(usually starting with Southern Gate/Edge, then Bridge
district and so forth). However had, I actually think that
the mega-mod approach, e. g. Region of Terror or Autumn
Fall, is kind of the best for those who may lack time on
the one hand (after having spent SOME time learning how
to create a mod) but also best in keeping a cohesive whole.
Let me explain what I mean with this.

On my todo list is to eventually create a mod. I already know
the theme and some of the content; will be about gnomes
(gnomeys). But at the same time I know that I won't be able
to maintain this for many years to come, so it may then
eventually end up "under new management", a bit like the
Region of Terror mod (the original author is as far as I
know active in academia in Finland, or used to be, so he
has no more time for games). While I think the Lava's and
Acifer's approaches are most likely efficient in the content
they are able to produce, I think the "large mega-mod"
may seem a better long-term trade-off.

The above are just some thoughts. I deliberately put this
under General discussions, as it does not seem to fit that
well into mod creation discussion, even though it is about
mods. But this is more a hypothetical or theoretical scenario,
and from this point of view it may also be useful to ask what
other players think, not just mod-authors.

Comments

  • _DD__DD_ Member Posts: 79
    It's like a mix of withinamnesia, endarine and chatgpt for mobiles.
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