Xenodragon54 Posted April 10 Posted April 10 Would it be possible to comission someone to make a mod? Or at least the coding aspect of a mod? I've been trying to make a xenomorph overhaul mod/Nsfw. I have the idea's, the images, the concepts. But I lack the skills and comprehension to properly program and organize it all into a mod. Would anyone be interested in working with me to make this mod?
maddadicusrex Posted April 10 Posted April 10 (edited) 2 hours ago, Xenodragon54 said: Would it be possible to comission someone to make a mod? Or at least the coding aspect of a mod? I've been trying to make a xenomorph overhaul mod/Nsfw. I have the idea's, the images, the concepts. But I lack the skills and comprehension to properly program and organize it all into a mod. Would anyone be interested in working with me to make this mod? Please take this advice from one who has had commission work done. Do not prepay anyone? I had been ripped off a number of times from fakers with no experiance trying to scam a few bucks. Reputable modders will show you work ahead of time, for approval, then payment is sorted. Do not use dodgy pay sites. Some fakers will direct you to sites with questionable certificates. Never know who you have given banking info to. I push for paypal always. Some will accept Steam cards as trade. They can sell them in their countries where paypal can be problematic. Buyer, beware. Just how badly do you need your mod? Edited April 10 by maddadicusrex 2
ModderWhoModsThings Posted April 10 Posted April 10 Can you explain your desired mod in more detail? What kind of features do you want to see? Portraits/species, traits, buildings/jobs, edicts/policies, events, special scripting?
Xenodragon54 Posted April 10 Author Posted April 10 4 hours ago, maddadicusrex said: Please take this advice from one who has had commission work done. Do not prepay anyone? I had been ripped off a number of times from fakers with no experiance trying to scam a few bucks. Reputable modders will show you work ahead of time, for approval, then payment is sorted. Do not use dodgy pay sites. Some fakers will direct you to sites with questionable certificates. Never know who you have given banking info to. I push for paypal always. Some will accept Steam cards as trade. They can sell them in their countries where paypal can be problematic. Buyer, beware. Just how badly do you need your mod? I greatly appreciate the advice. Yeah I'd still much prefer paypal for payment. If I do find someone, it'd probably be best to pay them in parts after seeing their work rather than in whole just for precaution sake if that is the case. I appreciate the share of experience.
Xenodragon54 Posted April 10 Author Posted April 10 2 hours ago, ModderWhoModsThings said: Can you explain your desired mod in more detail? What kind of features do you want to see? Portraits/species, traits, buildings/jobs, edicts/policies, events, special scripting? It's a Xenomorph mod, focused around Xenomorphs. My original intention was using this mod as the base, and building off of it. https://steamcommunity.com/sharedfiles/filedetails/?id=3422107858&searchtext=xenomorph (I also have the modder's permission to do so) But it's a struggle coding and getting everything to work, so at this point I'd rather just either comission or work with someone good and familiar with how stellaris codes things to do that part. My idea is to include several nsfw xenomorph protraits Male/Female/Herm, I already have a lot of the images and portraits ready and set, again just don't know how to do the coding part. With specific protraits popping up as leaders only. It'll include additional race traits, a few new origins, with one having a set protrait/immortal ruler. A espionage plague feature and kidnapping A feature inspired by For leader kidnapping and enslavement. A few new techs and events, along with some new civics.
ModderWhoModsThings Posted April 11 Posted April 11 Portraits and species traits are relatively easy to set up, but origins require some scripting that may not be straight-forward depending on what you want to do. Espionage and kidnapping are probably sophisticated features that will take some skill and patience to complete. Techs, events, and civics usually aren't too bad to set up. Make sure you take artwork into consideration, you will definitely want good icons for at least the traits, and not all programmers have the skills to deliver that aspect. This mod design has a variety of features, some more complex than others. I'd recommend taking an iterative development approach, starting with the traits and/or species first to get off the ground, then adding additional features on top afterwards. VF Continued has a decent-sized Xenomorph species, it's an open source project so feel free to use anything from VF in your project.
Xenodragon54 Posted April 12 Author Posted April 12 14 hours ago, ModderWhoModsThings said: Portraits and species traits are relatively easy to set up, but origins require some scripting that may not be straight-forward depending on what you want to do. Espionage and kidnapping are probably sophisticated features that will take some skill and patience to complete. Techs, events, and civics usually aren't too bad to set up. Make sure you take artwork into consideration, you will definitely want good icons for at least the traits, and not all programmers have the skills to deliver that aspect. This mod design has a variety of features, some more complex than others. I'd recommend taking an iterative development approach, starting with the traits and/or species first to get off the ground, then adding additional features on top afterwards. VF Continued has a decent-sized Xenomorph species, it's an open source project so feel free to use anything from VF in your project. Yeah Ive tried that before as well. Ive tried starting off with the portraits first. For a moment I got the portraits to work but then it stopped working. That was assisted with GPT and I can't unfortunately find that file anymore. Ive also tried again, starting off with the traits first. They're easier to do half the time exscpt when it comes to the main race trait and its features. Its been harder when it comes to the civics and origins. Ive also tried referencing the coding of other mods that do the things ive been trying to implement but its all very confusing. At this point I've relied more on Ai to help with the coding aspect of things but it'll only give me something that works 2/10 times as intended for a specific aspect of the mod. The images I have chosen for portraits, and events are fitting for the game and its UI. I have Ai help with the civic and trait designs since those are pretty accurate and fitting to the game. Still, can't get any of them to appear in the game or appear with the assigned trait.
ModderWhoModsThings Posted April 12 Posted April 12 If you send me a set of male, female, and futa portraits I can whip up a species mod to get you started quickly and free of charge. I'd be using my standard VF code generator, so it would be compatible with gender traits from LV and VF while still functioning without either. Try this tutorial for species traits: https://www.wikihow.tech/Make-a-Species-Trait-Mod-for-Stellaris-4.0
darkspleen Posted April 14 Posted April 14 I think one of the problems you'll have with commissioning someone to make your mod for you is that Paradox is liable to release a DLC several months after its "done" that'll require a rework of at least some portions of your mod. So at that point are you going to pay for the mod to be updated every 3-6 months? If you really do want to go down this route my suggestion is that you make the core of your mod yourself and then subcontract out portions of it. Really best scenario is that you make most of the mod yourself. That way you'll know how it actually functions and can make changes to it yourself as paradox continues to change the game. You have the right idea in looking at other mods, that's how I learned how to mod Stellaris. My suggestion is be specific when learning from other mods. First figure out how a mod got a specific even or anomaly to function. Once you've figured that out move on to something else. Keep it bitesized. In fact I suggest you initially make a test/learner mod that's just a few easy events or something. Just to figure out how modding works. Then move on to a more complex project. As for using AI to code... I suggest you learn how everything works first. You don't want it to become a crutch.
Mister_Wake Posted April 26 Posted April 26 I wish somebody would upload a Xenosexual species that actually worked
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