How the Modders Conquered Skyrim
How talented fans have extended Skyrim’s appeal far further than Bethesda ever could.
The greatest secret of the Glorious PC Master Race is that –
shh - most games on PC and games on consoles are basically the same,
whether you're herding it along with a keyboard or a games controller.
But the PC modding communities for games like Skyrim are the exception
to that rule: talented individuals (or teams) working long hours to
create all manner of extra content and gameplay tweaks, while console
players must wait like Dickens characters for their next serving of
official DLC. The PC is an immeasurably better place to play Skyrim than
on console, and its modding community is why.
The jump-off for Skyrim's legions of modders is the Creation Kit -
a suite of world-building tools that let players and would-be designers
play around with the game's toybox of items, characters and dungeons.
The Creation Kit is free to download (as are its equivalents for other
Bethesda games) and very powerful: depending on your skill level you can
create anything from simple dungeons to fully-voiced, ten-hour
questlines with new animations, weapons, spells and lighting effects.
Or, if you're Scott Caunce, you can cover everything in palm trees.
Tropical Skyrim is
one of most famous mods, after being picked up around the web by
different games outlets for taking a (metaphorical) fleet of snow
ploughs to Skyrim's blustery landscape and turning it into an exotic
paradise of palm fronds and swooping tropical birds.
"I've never been able to resist the urge to delve into a
game's files and change whatever I can," says Caunce, the mod's creator,
who got properly into modding with Oblivion. As the modding tools from
one Bethesda game to the next are largely similar, building new jungles,
deserts and volcanoes in Oblivion was good training for his work in
Skyrim. "When I first got to use Skyrim's Creation Kit, I was almost as
excited as when I got the game itself," he says. "I was able to jump
straight in."
Creating a new world is more than just making an island and dumping trees on it.
Transforming Skyrim from a bitter winter wonderland into a
Sandals resort was labour intensive - although according to Caunce, not
for the reasons people expect. Swapping out pine trees for palm trees is
just a case of swapping the models and textures of one for the other.
The elbow grease gets slathered on the tiny details - removing the
blowing snow effects, the icicles hanging from roofs, Skyrim's bleached
arctic colour palette and so on. It's a lot of work for one person.
"The question of why I don't create a new world space
[complete with quests and NPCs] is one I'm asked frequently. The answer
is simple: I don't have the time,” he says. “Creating a new world is
more than just making an island and dumping trees on it. You need new
buildings, new NPCs, lots of hand-placed objects, new voices, new
dungeons and so on. That's a lot of work for a solo modder, so I simply
decided to replace Skyrim. [That way], all I needed to do was focus on
what I do best: the environment."
But when the Nexus community pulls together to create
something, you really can end up with the sort of mods Caunce is
describing: projects that really play like official DLC. Moonpath to Elsweyr,
the Skyrim Nexus' most popular quest mod with a whopping 310,000 unique
downloads, was made by a team of more than ten people. Rather than
simply stitching together existing dungeons sections and some retextured
items, Moonpath adds new story, convincing dialogue and voice acting,
armours, animations, enemies - even an airship.
I enjoyed making a velociraptor, so, hey, why not put that in?
"I started modding because I wanted to learn something
new," says Tomas Sala, Moonpath's creative lead. "I got a good feeling
for all the tools and created [Moonpath's] desert and waterways. Then it
became a bit of an all-consuming rush to mod some basic quests and
storylines - not based on any pre-determined path, but on what
environments would be cool to make. A sinkhole in the jungle, an airship
mooring, a bit of desert and so on. At some point I got into creating
custom character models, and I enjoyed making a velociraptor, so, hey,
why not put that in? I loved the Sload concept in the original Bethesda concept art,
so why not add that? And best of all, I'd done a fantasy airship model
in the past, and I thought that would be really cool. So, I put it in,
and created the airship storyline around it."
The result feels professional. After hitching a ride on a
cart outside a tavern in Falkreath, your character journeys with a
Khajiit caravan along one of their mystical moonpaths - secret routes
the cat-people use to travel through Tamriel undetected. Along the way
you'll fight off tropical spiders, investigate a Thalmor invasion,
battle that Sload and maybe pick up a new companion. If Bethesda
released Moonpath as DLC, people would buy it.
Not every successful Nexus project is as grand in scope. In
fact, the most downloaded file on the Skyrim Nexus isn't a new
questline or a world overhaul at all. SkyUI,
with over two million unique downloads, is instead a fix for one of
Skyrim's most grating design flaws: that horrible menu system that makes
rooting through your inventory like looking for a needle in a huge bag
full of other, sharper needles.
"I'm sure almost everyone sees a few subjective flaws in
each game they play," says Sebastian Jeckel, one of SkyUI's two
co-creators. "So if there's minor thing that annoys you and it turns out
changing it is in your grasp, you just do it."
Jeckel started modding Bethesda games with Morrowind,
building new dungeons and areas ("I'm not an artist, but I'm good at
arranging existing components"). But it was the mechanics of the games
that interested him most, leading to his joining a team that created a
gameplay enhancement suite for Fallout 3: FO3 Wanderer's Edition -
itself a successful project, with over half a million unique downloads.
Jeckel - a computer science student - describes his time in the modding
community as a learning experience.
"[SkyUI] involved reverse engineering and a lot of
low-level programming, which was something I had always wanted to learn
but had no practical experience with. To get this experience, you need a
project. There was a high demand for a UI mod among the Skyrim
community, so it was this mix of demand, challenge and learning
experience that motivated me to start work. The fact that people want
and like something you made is rewarding. It gives you a sense of
purpose."
At the eye of this storm of creativity is the modding community website Nexus Mods.
At the eye of this storm of creativity is the modding community website Nexus Mods.
While Bethesda recently added mods to the Steam Workshop, making Steam a
potential one-stop shop for all your Skyrim needs, millions of users
have been making use of the Nexus Mods portals for years; uploading and
downloading mods, taking screenshots, leaving comments and debating and
critiquing on its forums - a social network for communities modding
nearly two dozen games including Far Cry 3, The Witcher 2, XCOM, Dragon
Age and the entire recent Bethesda back catalogue. The site holds almost
100,000 files by more than 30,000 authors. At the time of writing,
Nexusmods has clocked more than 570 million downloads. And it was all
started by a 15-year-old.
Robin Scott started building what would eventually become
the Nexus in 2001, starting a fansite called Morrowind Chronicles with a
friend, in part to practice making websites. As other popular mod sites
crumpled under the weight of server costs, Scott stepped up. By 2005,
the site had 80,000 members.
From there the site grew exponentially with the release of
each Bethesda game: 500,000 members with the release of Oblivion;
900,000 after Fallout 3; 2,250,000 by the release of Fallout: New Vegas.
By the time Skyrim blew in like a cold breeze, Scott had hired his
first member of staff to cope with the demand. The sheer volume of
people uploading and downloading mods - 7 million page views per day -
broke the site at the end of 2011, leading to what Scott calls "a very
sleepless month".
That those spikes in numbers follow the release of Bethesda
games is no coincidence; Bethesda's practice of releasing deep modding
tools for its Elder Scrolls and Fallout games is one that's almost
unique among triple-A publishers. For Scott, however, building a game
with mods in mind is a no-brainer.
Bethesda provides the tools and leaves its fans to do the rest.
"The current developer trend with modding seems to be to
release the game, release a few patches, then think about modding," he
says. "It's almost pointless - by that time, people have uninstalled
your game and moved on. It's the early modding adoption policy that
Bethesda took with their games that has led to their prolific success
within the modding community. I don't understand why [more] developers
don't do this. Most developers just don't understand what a good modding
community can do for a game. They're short-sighted, essentially."
Scott describes Bethesda's relationships with its legions
of modders as very "hands-off". Bethesda provides the tools and leaves
its fans to do the rest - the only stipulation being that you cannot
sell the mods you make. This leads to an interesting question: for all
the talent on show, what kind of person would willingly plough not just
ten or twenty hours, but hundreds of hours into their projects without
the promise of compensation?
"[They're] very talented, dedicated, generous people, for
sure," says Scott. "Some do it for fame or glory, some do it as a good
project to put on their CVs to game developers, while others simply do
it for the joy of working on their creation and seeing others enjoy it."
"It amazes even me," agrees Moonpath's Sala. "I think the
communities are what push modders. The instant feeback from users is
really special. So, one night a user would mention the jungles [in
Moonpath] felt too confined, then I would add a new area and blow that
user's mind. There's nothing like it in my experience - it's like
prototyping and entertaining in real time. It's addictive."
"I never even thought about what the absolute numbers meant
for a long time," SkyUI's Jeckel recalls. "Of course you could think,
'at 50 cents per download, I'd be rich', but... ah, damn." You can see
his point.
But for the rest of Skyrim's PC following, Bethesda's
no-charge policy is a gift. If you're tired of trudging around the same
old Skyrim, through the same old snow, bellowing at the same old
dragons, Skyrim's modders have built a whole alternate dimension of
tropical birds, secret moonpaths and fastidiously organised satchels for
you to explore - and it's all out there for free.
You can find all the mods mentioned in this article on Skyrim Nexus. Feel like having a tinker with the game yourself? Download the Creation Kit via Steam here
Published by:
Bethesda Softworks
Developed by:
Bethesda Game Studios
Genre:
RPG
Release Date:
United States: November 11, 2011
UK: November 11, 2011
Australia: November 11, 2011
MSRP:
149.99 USD
M for Mature
: Blood and Gore, Intense Violence, Sexual Themes, Use of Alcohol
Also Available On:
Also known as:
Skyrim Collector's Edition
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