Author Topic: List of Modder Interviews  (Read 8272 times)


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List of Modder Interviews
« on: November 11, 2015, 03:00:43 PM »
Morrowind Modding Interviews

Latest Interview: Fulgore
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Here you can find all of the published interviews from Morrowind Modding Interviews in a single simple list, any future interviews will be posted as well (and as always, if you have suggestions for who you want to hear interviewed, feel free to post them).

Brucoms Interview:
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Danae Interview:
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Danjb Interview:
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Darknut Interview:
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Haplo Interview (of Tamriel Rebuilt):
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HeadlessWonder and SkyDye Interview:
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Jac Interview:
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Lougian Interview:
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MacKom Interview:
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Melchior Dahrk Interview:
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MikeandIke Interview (of Epic Cities):
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Pluto Interview (of The Sable Dragon):
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Scamp Interview (of Province: Cyrodiil):
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Scrawl Interview (of OpenMW):
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Stuporstar Interview (of Uvirith's Legacy):
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Trainwiz Interview (of Sotha Sil Expanded):
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Yeti Interview (of Skyrim - Home of the Nords):
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Zini (of OpenMW):
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« Last Edit: November 19, 2015, 12:50:51 PM by Darkelfguy »
True glory consists in doing what deserves to be written, In writing what deserves to be read. - Pliny the Elder


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Re: List of Modder Interviews
« Reply #1 on: November 19, 2015, 02:47:40 AM »
Below is the transcript for the interview with Fulgore:

DEG: Greetings and welcome to the 20th episode of Morrowind Modding Interviews, and today we're interviewing Fulgore, the author of Balmora Underworld. Thanks for agreeing to do this interview.

Fulgore: Thanks for having me, I'm happy to be here with the interview right now.

DEG: And going right into our first set of questions, the first question I have for you here is, when did you first start playing Morrowind and the Elder Scrolls in general?

Fulgore: I first played Morrowind a few months back in 2002, I spent a few hours horsing around, doing a few quests here and there. But I never really got much into it. My computer back then wasn't that great, so the game was quite low, there wasn't much frames per second and it wasn't very stable. I moved to other games for a few years and I came back to it around 2011, a bit before Skyrim was released, and I've been modding since then.

DEG: Oh yes, I remember that Morrowind was quite the resource hog back in the early days. I know my first computer had a lot of trouble trying to run Morrowind.

Fulgore: Yeah, my computer... Yeah, there were a lot of places where framerate went below 10 or 5 frames per second or something... Not much playable. And it crashed basically every five minutes.

DEG: Oh yeah, I had a lot of trouble with my early computer with crashing as well. And going into our next question, how much after starting playing the original Morrowind did you get through before you know, you had the itch to actually start modding it? Like, have you actually finished the game before you started making mods?

Fulgore: I didn't play much of the game, I think I finished the main quest and the Great House Hlaalu once. I think I did a few random quests here and there and that's pretty much it. Then I noticed something called the Construction Set and basically I forgot about the game.

DEG: Now, what was your first mod and how did you get the idea for it?

Fulgore: I started looking for tutorials on the internet, and basically my first mod was a small house under the wall near the cistern in Balmora. It was nothing special, it was just a big large room with a few cheat items and lots of empty crates.

DEG: Oh yes, and what would you say draws you to modding video games?

Fulgore: I love making my own stuff whether it's just a landscaping or detailing a plot of land or building a larger dungeon or cave literally rock by rock.

DEG: Now going into some more specific modding questions, you're arguably one of the best dungeon designers in the Morrowind Modding Community, at least I think so, so I'm curious, what do you think is the most important aspect of dungeon design?

Fulgore: Well, thanks for the compliment, and I think that every dungeon should have a special moment where the player stops for a second and asks themselves "What is this place?". Basically, could be a huge room full of all sorts of detail after walking for a few minutes through a narrow path. Or maybe even it could be a scripted sequence or a battle with a unique enemy. Pretty much anything that helps the dungeon stand out from boredom or anonymity.

DEG: Now in your mind, do you think that environmental story-telling, which is to say using object placement to tell a story, is important for crafting a good dungeon? Using the environment itself to tell part of the story of what's happened in a particular dungeon?

Fulgore: Yes, I think it's an important part. Usually, when I plan a dungeon or anything else, I always ask myself how people or creatures in there are affected or have been affected by the environment they live in. I think the player would recognize immediately the differences between a place where some of said actors have lived in a place for months temporarily or just came down with a few said actors thrown in there at the last minute.

DEG: Now moving on to a question about, probably your best well known mod, how did you get the idea for Balmora Underworld and some of its more iconic locations?

Fulgore: I was contacted by Trancemaster after I posted a few screenshots of a dungeon I was working on a few years ago. He told me that he would like a Dwemer ruin underneath Balmora, but he already had more sewer systems in place which were quite similar to the works in Vivec. The original plan was to basically have the sewer system with a Dwemer ruin somewhere. It was quite simple at the time, basically it was a side for the sewers, and another side for a cave, or two sides for a cave. And a couple of other sides for Dwemer stuff as well. And basically, we all know how it ended up, it was something much bigger than it was planned at the beginning.

DEG: Oh yes, and Balmora Underworld is a really massive dungeon, and I think the sort of really neat thing about it is that it's entirely possible for the player to miss most of the content. A lot of the dungeon is, you know, kinda hidden, if you just walk through the Thousand Lanterns Way you're missing the vast majority of what Balmora Underworld has to offer. Do you think that sort of hidden element, making the player really look around the environment to find all of a dungeon's secrets adds to the appeal of a dungeon mod for the player?

Fulgore: I hope it does, at least it works with me. It's what I love the most in games like Morrowind or Skyrim, exploring basically everything that was stumbled upon, some hidden location which may hide some treasure or maybe not.

DEG: Oh yes, that's always a fun part of dungeon design, and going into that, how important would you say interior detailing is in dungeons? I've noticed that most of your dungeons are extremely detailed with lots of hand-placed items. Is that an aspect of dungeon design you consider essential to making good dungeons as opposed to randomly generated dungeons like the ones used in Gen Mods?

Fulgore: I'd say it's important, but not essential. Guess it depends on what importance the dungeon has compared to the rest of the mod and what basically the modder wants to achieve. If I want to make a longer dungeon crawl over with tons of enemies, I would create an environment much less detailed to make it more gameplay-friendly. If my focus was more on exploration rather than combat, or maybe I'm just building a dungeon that can be used as player home once cleared, I think I would go crazy with details.

DEG: Oh yes, detailing is one of my favorite aspects of dungeon design, and going into this next question, you've kind of already gone into this a little bit. You've done a lot of work for Morrowind Rebirth, from providing many of the well-known dungeons like, obviously, Balmora Underworld, but also Outpost Renius and Dren's Hidden Caverns, and you've also designed many of the new interiors in the project. I'm just sort of curious, how did you end up working on Morrowind Rebirth and are you still working on the project?

Fulgore: Trancemaster, the mod creator, contacted me after he saw a few screenshots I posted on the thread "Show us what you're working on". Basically, I work on and off on Rebirth, and usually Trancemaster sends me a message with what he has in mind. If I can I try to help him.

DEG: Speaking of Outpost Renius, that's another really massive dungeon that you've created that's sort of rather deceptive on the surface to how large it is. What was your original idea when you started out building it?

Fulgore: It was something I started doing with my free time, I had this idea about basically a tower completely dark haunted by ghosts. Which were completely different from the ghosts you usually see in vanilla Morrowind. The idea was to have basically invisible people wearing pieces of armor. It didn't turn out as cool as I thought it would be, so I decided to just use normal skeletons.

DEG: Oh yeah, and there's some really cool environments though in Outpost Renius, and it really just sort of opens up the further down you go. And I love how it sort of tells a story about, you know, what happened. Clearly they broke into something that they weren't supposed to, and the entire place got overrun. And that's the sort of thing I love about dungeon design, when it tells a story.

Fulgore: Oh yes, it's something I love as well. Basically just a Dwarven environment for a player to explore and then basically can result in getting an idea about what happened before they came to the place.

DEG: Oh yes, and you're also designing a dungeon for ModTown 2015, our community project for the community, by the community. Can you tell us a little bit about it?

Fulgore: Sure, basically it's an ebony mine, it's an ebony mine where you can find a few miners that dig too deep until they eventually break down into a lower Dwarven ruin. Basically, the most original dungeon of 2015. A few of the miners die almost immediately after entering the ruin, because they got attacked by a few creatures that are in there. And the player then enters the mine and basically kills everything.

DEG: Now are you working on any other modding projects outside of ModTown 2015 or Morrowind Rebirth?

Fulgore: Not right now, I don't have much free time, maybe in the future.

DEG: Alright, so going into some more general modding questions, do you do any planning before you start a mod? And if so, how?

Fulgore: I don't do much planning, when I start a mod, I have a general idea of what I would like to do, and then I go out of my way to overcomplicate it. Sometimes it works, most of the time it doesn't.

DEG: Oh, I love how you say you go out of your way to overcomplicate it. It kinda sounds like feature creep, which is you know, something modders have to deal with all the time it seems.

Fulgore: It's not much feature creep, basically when I, for example, building the sewers of Balmora Underworld, I think I rebuilt the whole place four or five times or something like that. It started as a secret sewers, and it ended up with something four or five times bigger than I started with.

DEG: Oh yeah, that does tend to happen a bit, and have you been influenced by any non-TES games when you mod? Like possibly other RPGs, like the Gothic series?

Fulgore: Not really, I don't play much games. I don't have much free time, and when I got few free time for myself, I allow myself to mod Morrowind.

DEG: Well, sort of on a similar note, are there any modders who have inspired or influenced you in some way? And if so, what was it about their work that inspired you?

Fulgore: Yes, there are quite a few awesome people whose work have inspired me. Melchior, Scamp, Praedator, and Vality, to name a few.

DEG: Going back to a modding question, if you could make a single change to the capabilities of the Construction Set what would it be?

Fulgore: I'd love to have the chance to be in-game by pressing a key. I don't know how the feature is called. It's something that I really miss from other editors like the Sandbox or the Unreal Editor.

DEG: Oh yes, it is a bit difficult to test something you've just built with Morrowind, because you have to go through activating it through the game launcher then starting up the game, then loading up a character. You can't exactly just immediately go to your environment so to speak.

Fulgore: Yes, especially if you forget to save the mod before launching the game.

DEG: Oh yeah, that would definitely be a bit of a problem, and this next question is from Illy. Have you gotten any help from other modders with your mods? And if so, how have other modders helped you?

Fulgore: Envy made some dialogue and quests for Balmora Underworld, and me and Trancemaster worked together to build up the Balmora New Market District.

DEG: Now, how much do you use the community to get feedback and motivation for your mods? Like do you depend on feedback to motivate you to actually finish a mod?

Fulgore: Not much to be honest, unless I get some request, usually I mod just for myself and people seem to like what I do.

DEG: This is a sort of random question, I was kind of curious, I noticed that, you know, you have Balmora Underworld up on the Nexus independently of Morrowind Rebirth, but Outpost Renius is only available through Morrowind Rebirth. Have you ever thought about maybe releasing that as a stand-alone?

Fulgore: No, I never thought about it. Maybe I'll see with Trancemaster if it's something I can do.

DEG: Well, going back to, you know, our established list of questions, are there any particular modder resources you like to use in your mods, if any?

Fulgore: I like to use vanilla assets as much as I can, because I think it adds a bit of extra challenge to mod creation, like for example sometimes I have to use meshes quite creatively.

DEG: Now are there any skills that you've learned from modding? And if so, have you been able to use those skills anywhere else?

Fulgore: I think by modding Morrowind, I've learned to be patient. Like, for example, when I launch Morrowind to test something I've done, only to find out that nothing works because I forgot to save the mod.

DEG: Oh yes, modding can be quite tedious, and it does help to be the patient sort when you're working on a major mod like the big dungeons that you've made with Balmora Underworld and Outpost Renius. And sort of off-topic, but are there any games outside the TES games that you enjoy playing? And if so, what do you like about them?

Fulgore: I tried some other versions of Minecraft, but I got bored after I noticed how everything was quite static. There wasn't much really going on after you build a house or something like that. Every now and then I still enjoy a playthrough of the first Crysis.

DEG: Sort of a different question, but what mods or modders currently have your attention in the community?

Fulgore: Basically anything done by Melchior or Scamp, and I always check the thread on the Morrowind Code Patch and the Script Extender.

DEG: Now are there any mods you look at and think: "I wish I made that"?

Fulgore: I think there is a mod called the Notice Board for Skyrim where basically you can read notes attached to public boards and get some quests that way. It would be fun to have something similar to that for Morrowind, maybe with notes reflecting quests completed by the player, or maybe out-of-the-ordinary elements, like when someone kills an important character or maybe the player will start randomly jump all over Balmora and Vivec.

DEG: Now what do you think of OpenMW, and do you plan to make any OpenMW-only mods once it's released?

Fulgore: I'm really looking forward to it, I'm sure there will be some really fun times had. And for OpenMW-Only mods, I don't know, since I mostly do interiors, I would like to have the chance to have different worldspaces like in Oblivion or Skyrim or Fallout games. But even if they don't, the range should be okay I guess.

DEG: Oh yes, I imagine that having separate worldspaces would allow for a lot more different creative designs in dungeons, because then you could use the terrain editor inside of a dungeon, to create something a bit more openspaced.

Fulgore: Yes, that and there would be a lot less conflicts with landmass mods.

DEG: Oh yes, very true, and you've already kinda answered this, but are there any features, systems, and/or mechanics are you most looking forward to being de-hardcoded in OpenMW?

Fulgore: Well, other than worldspaces, I think I would love to see the ability to have new skills, and maybe even more customizable user interface. Like, to have something like Sky UI for Morrowind, or maybe even a mod configuration minimum.

DEG: Oh yes, the UI is a common complaint with Morrowind, and just sort of going into our final set of questions here, what do you think of the other Elder Scrolls games like Skyrim, Oblivion and the Elder Scrolls Online?

Fulgore: I love to play Skyrim, I wish I had more time to play Oblivion. I never played ESO or Arena and Daggerfall for that matter.

DEG: Now what do you think makes the Morrowind modding community so vibrant after more than a decade?

Fulgore: It's friendliness pretty much, it's the best community I have had the pleasure to be part of.

DEG: Oh very true, it is a very friendly community, and do you think there's anything the Morrowind Modding Community should be doing in order to continue to expand and grow in the coming years?

Fulgore: I think we should just get modding, we've been around for so much time, maybe 10 or more than 10, 12 years, and we still enjoy what we do, so basically not much to add to it. Everything will come by itself.

DEG: Now is there any advice you'd like to give to budding new Morrowind modders out there looking to release their first mod?

Fulgore: Yes, just do it, don't be afraid to release what you do. Keep modding and you'll get better, and maybe we'll have a new awesome modder with us.

DEG: Finally, is there anyone in the community you'd like to give a shoutout to?

Fulgore: Yeah, I'd like to give a shoutout to Trancemaster in particular, and to all of the other modders of this community who have in one way or another made Morrowind the game it is today.

DEG: Alright, that pretty much wraps up all of the questions I have for you, so thanks again for agreeing to do this interview.

Fulgore: Thanks for having me
True glory consists in doing what deserves to be written, In writing what deserves to be read. - Pliny the Elder

Melchior Dahrk

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Re: List of Modder Interviews
« Reply #2 on: November 19, 2015, 12:04:17 PM »
Great interview Fulgore and DEG! It was neat to get some insights into how you make your inspiring dungeons. And I'm glad that some stuff that I make has been inspiring for you as well!


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Re: List of Modder Interviews
« Reply #3 on: November 28, 2015, 05:17:05 PM »
Really nice interview. (Besides, I love accents some of you, people :D)

Random idea - maybe we should have some promo video, sort of interview with modders before ModTown will be relased?
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Re: List of Modder Interviews
« Reply #4 on: November 28, 2015, 06:03:03 PM »
I was thinking we could do that after its release, since there will be more to talk about, but it may not hurt to do both, if at all possible.
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Re: List of Modder Interviews
« Reply #5 on: April 01, 2019, 03:33:17 AM »
It is not surprising that many people like this story.