In Progress: A Trivial Mistake

I found out something today that means I’m going to have to swap out two cells in Canterbury Commons.

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“The barbers of former times were also surgeons and dentists. In addition to haircutting, hairdressing, and shaving, barbers performed surgery, bloodletting and leeching, fire cupping, enemas, and the extraction of teeth. Thus they were called barber surgeons, and they formed their first organization in 1094.[1] The barber pole red and white in spiral indicated the two crafts, surgery in red and barbering in white.” – Wikipedia

I had assumed the red-and-white striped pole outside what I had labelled a general store was some reference to candy. Now I’m noticing those poles everywhere! And, yes, always outside a gentlemen’s hairdresser. I’ll now swap over the barber shop and general store locations so that they can inhabit the correct buildings.

Just a small example of how the best laid modding plans can be unsettled by real life …

In Progress: Visiting Canterbury

One of the main challenges with modding is remembering to serve the game, as opposed to simply using it as a platform for my own ego. Of course, there’s a place for just making random things for the hell of it, and room for many wild flights of fancy, but the mods I like best revolve around plugging any perceived needs in the game rather than just adding stuff for the sake of it.

Whether or not you inwardly cringe (and many do) at the choice of furniture in Mournhold Expanded or the Dagoth Ur casino in Ghostgate, both were the result of my need to see a sprawling “city of magic”, and “what happened next”, respectively. Neither were produced because I thought it would be a really cool idea to add x, but because I assumed that with infinite time and infinite monkeys, those things would have been there anyway. Maybe not exactly like that, but something along those lines.

CT12

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In Progress: Dominic and Machete’s House

When I first saw Dominic and Machete’s House in Canterbury Commons, I was quite horrified by what I found. It was a total mess of rubble, litter, broken furniture and dirt. In order to be able to transform this into a believable living and working space, I had a lot of work to do: there was a burnt-out car in the living room, for heaven’s sake!

CTDomMacheteHseB4

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In Progress: Take Me To Your Leader

Now that we’ve built two complete cells and got our town planned out, it’s time to tackle one of the existing cells: that of town leader Uncle Roe. The place he lives in isn’t very nice.

First of all, the beds and litter are removed from the kitchen area, and kitchen items put in. Litter is moved out of the way – but not deleted.

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In Progress: Can I Get A Room?

Note: These posts are drafted in advance and then scheduled for publishing, so it’s actually taking a bit longer to do all this than might be ascertained from the posting-dates. Each post represents 2-3 days’ modding, at a couple of hours per day during the week and much more at weekends.

The next challenge with Canterbury Commons is building a believable hotel that the player, just passing through, would actually want to stay in. I found the Office_b tileset with the dark red carpet ideal for the task – stained and heat-warped but still warmer than bare stone. After laying down the rudimentary reception furniture I set about building the bar – normally the first thing guests see while they wait to check in – to set the tone. As always, my focus was on clutter.

CTHotelBar

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In Progress: Rebuilding Canterbury

After building the “test cell” which will set the tone for the rest of the mod (in this case, Patsy’s Diner), it’s now time to take a step back and consider exactly what I’m going to do in order to turn Canterbury Commons from a (literal) bomb site into a friendly little slice of Apple Pie America.

CTB4Overview

This is the town as it appears in the GECK, with just three locations. I now have to turn this into a functional town.

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In Progress: Canterbury Tales

In common with most ‘opinion’ features on this site, this one’s commentable. I decided to do something a bit different this time and show the complete development of a mod to show some of the processes that go into it.

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