For my first prototype, I plan on creating a rather crude but functional NPC as a proof of concept. It’s something that is essential in my mod idea so it will be handy to learn a few things about it now. I already watched a tutorial on NPC creation and it seems straightforward, but time-consuming in nature. It also opens an opportunity to insert some recorded test dialogue that the NPC can speak, including lipsync files. Time provided, I’d like to test quest parameters given by the NPC for the player to complete. Something simple, like, “Give me that can over there.”
For my second prototype, I’m going to do some item modeling. Of course, I’d like to just burst out the gate with a gun, but I may start out more simply. Maybe a melee weapon, or small throwable. I want to do this to get more comfortable with 3ds Max and to prove that the use of Surface Painter is a worthwhile program for texturing. I’ll be sure to view some tutorials with help for some things unique to 3ds and how exactly Surface Painter works. I’ve used a bit so far, but I’m sure it holds many secrets I’ve yet to find.
For my third prototype, of which we have more time to create, I will to some terrain building tests within the Creation Kit. I’m going to learn how said terrain modeling works, and do some aesthetics tests for how an underground scene will look. Also, since this will most likely be an interior location, I may have to fiddle around with the navmesh of the terrain. A navmesh is a mesh you draw/overlay on top of terrain that lets the ai pathfind through a level freely. I may place objects around the level to decorate the scene and maybe even add a shack that is enterable through a load zone door, something that transports you through to a separate cell, or worldspace.