This is the second portion of my Learn Tech and Reflect assignment, with the first part as my annotations on tutorial/support sites for modding.
And away we go!
So this weekend was my first time really opening up the Dragon Age Origins toolset and mucking (it’s really the only way to describe it) about with the software. I had some trouble installing the toolset since Windows 8 is not completely compatible with Microsoft SQL 2005. The official wiki for the toolset was quite useful for this issue since it is a common one for users, and there were plenty of instructions for different errors that might have occurred when trying to download the SQL. But what did I learn after sifting through tutorials, video demonstrations, forums, and wikis on modding once I got the installation settled?
Actually, quite a bit. I found out that mods can range anywhere from new costumes to head morphs to magical items to new spells to rebuilding an area that has been devastated in-game to creating an isolated scene to creating fully functioning quests. I also learned just how collaborative a community can be fostered on different sites that are devoted to modding, with plenty of creators willingly sharing knowledge they have gained and modders of all levels sharing their work to receive constructive feedback as well as giving others access to mods. As a new modder, I didn’t feel uncomfortable exploring the forums, clicking on threads geared towards those who have little to no experience with the software and its limitations. I was bracing for some presence of trolling from users who felt that modding was their territory and not for those who were considered “noobs,” but this wasn’t the case in any of the forums’ threads that I explored, which was rather refreshing. I have also learned about different technical jargon that will come in handy when I am starting to make my first forays into modding, such as scripting, morphs, reskinning, override files, different types of files (UTI, for example, which is Uniform Type Identifier), and console command. The Nexus Mod forums were a great resource for this because users are actually dealing with these issues in their own work, rather than dealing with the terms on a theoretical level. As someone who is taking first steps in the world of modding, seeing these problems being hashed out is both overwhelming because there are so many issues that can arise and encouraging because each of these problems seem possible to overcome in time.
Reading tutorials by themselves does not generally do anything for me as I am more of a hands-on learner, so I spent much of my time switching back and forth between the toolset and whichever tutorial I had been reading. The official wiki for the toolset was the most useful to start with because so much of it is directed towards those who are new and would be the ones in greatest need of a tutorial, though the linked tutorials increased in difficulty further along in each page so that experienced modders would still be able to come and find the information relevant to their projects. The Getting Started section, which was different from the Tutorials section, was where I spent most of my time as it explained how to install the software and then also how to check to make sure that everything is in working order in terms of connecting to the Bioware Dragon Age database and making sure that the Palette section of the toolset actually had assets stored. This will also be the place where I will go as I start to learn how to create what is known as a module, which is “A module is a playable set of resources, which can be”: 1) “A campaign that players can embark on,” 2) ” An extension to a campaign,” or 3) “An extension to all campaigns” (Dragon Age Origins toolset). For my own project, I think that a new campaign will be my goal if I can learn to navigate and manipulate the toolset, and this wiki will provide me the technical terms for what I want to create and what tools I need to create it.
Where do I go from here?
As I continue forward with my project, I am definitely going to have to sift through more tutorials, looking for ones in particular that are geared for beginners but are also designed for campaign creation rather than just smaller mods like head morphs or armor creation. I also need to look into more video tutorials (though ones that go more in-depth than the video demonstration I have listed below) are going to be helpful since I am a visual learner, but it will be interesting trying to find tutorials that are specific to this toolset as there are supposedly two others modding software. The official wiki is going to be one of my best resources because it covers many topics (such as “variables,” though they recognize that the information they provide will not always be needed: “the vast majority of the variables in this table are only referred to by core scripts; most modders will likely not need to worry about these”) that have charts and images to help users figure out what they need to do and what elements they are looking for, and has troubleshooting articles. As I do further work, I may need to look into installing a Lightmapper software, which is used with modifying levels, and then looking for tutorials specific to using that supplemental software. Gaining a working knowledge of how a toolset works will let me start to apply narrative theory as I work towards creating a small campaign/quest.
Resources I Annotated
As Halloween Revels Closer