Why No One's Joining Your Mod Team



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In this video, I talk about one of the biggest struggles that new Friday Night Funkin’ mod creators face – finding a mod team. If you’ve ever tried to create a mod and posted in mod help wanted channels, you know how frustrating it can be to get no responses or only have other people post their own mod ideas.

But don’t worry, I’m here to offer some advice based on my own experience in the FNF modding community. One of the main things I emphasize in this video is the importance of learning skills and providing value to others. If you’re just an idea person and not contributing anything tangible to the project, it’s no wonder that people aren’t jumping at the chance to work with you.

Instead, focus on developing a specific skill that you can bring to the table. For example, if you’re an amazing artist, create some finished digital art that can be used in the mod and approach musicians to collaborate with. By offering value and creating a win-win situation for both parties, you’ll be much more likely to attract team members.

Another important point I make in the video is to start small and learn the process step-by-step. Building a mod team with a laundry list of personnel is a guaranteed recipe for failure and misery, especially if you don’t have any experience making mods. Instead, create a simple one-song mod with one character and one background, and learn the process from start to finish. Once you’ve done that, you’ll have a much better idea of what you need to create the mod you really want to make.

Of course, there’s much more to the video than just these two points. I delve into the idea that ideas are pretty much worthless without the ability to execute on them, the importance of never saying “I can’t” without immediately following up with “yet,” and the value of having fun and enjoying the process.

So if you’re a fan of Friday Night Funkin’ and want to create your own mod or build a mod team, this video is definitely for you. I share my own experiences and offer practical advice that you can use to overcome the difficulties of creating mods. So give it a watch and let me know what you think!

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32 thoughts on “Why No One's Joining Your Mod Team”

  1. With any game, LSE has it on point. Make a small game. Use that small game to make a bigger game. Then make the game you want to make. Or in this case a mod. Good luck to everyone out there!

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  2. This honestly really helped me be able to figure out a starting pointing in my mind. This seems a lot less intimidating when someone sits me down and runs me through it. Thank you!

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  3. Another thing I should add. Find a friend that is good at drawing if you aren’t, cause in my experience more people join if you can bring art to the table instead of music, because sprites are easier to understand cause you can just see them

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  4. Funny thing, I was actually making an FNF mod as of writing this and I did most of the things you actually spoke of! I started small, I helped with my mod (art and coding), and way before I even started to make that mod, I was playing around on Psych Engine and making random songs! My mother is an entrepreneur and she’s also stated the things that you have mentioned. (bring something to the table, figure things out, start small) And as you’ve said, big lists and big dreams are a bit much to really start from. I know a bit of coding but it’s very limited, so I had a friend and a fan of mine help out with my mod! Although Juhin learnt Ren’py (Python) before Haxe, she was still willing to help me!

    This video helped a lot, thank you! Once my mod is done, Dean, I promise you, you’ll be the first to play it, because you inspired me and made me want to make a mod, and you made me pick up music!

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  5. I am 100% the ideal guy smh. I do this all the time online with different things and I almost always end up disappointed. I have super good ideas that people like but it always fizzles out because I have a hard time motivating myself. I do bring things to the table, as my skill set is drawing, but Im really only good at sketching and have a hard time making polished art. That and shading is a huge barrier for me.

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  6. if you're making a mod. its best with friends. I've seen so many mod teams get destroyed, and people getting canceled because they made an edgy joke that would have worked in their friend group,

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  7. WORDS OF WISDOM!! I love this video so much, it’s so straightforward and honest with the subject and I’m sure some people certainly would have never thought of some of this. Awesome 👍

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  8. I think mods such as Vs. Sonic.EXE kind of tainted the perception of what is required for a good/popular mod because of their large size. Not many people realize that having a larger team is not always better.

    I've always wanted to make a mod but I also don't want to be just an "ideas" guy. All I really have going for myself really is some TF2 art I've done in SFM which is cool, but it only gets me so far if I want to do something super-specific.
    Maybe one day I'll try making my own mod, but for now I'm perfectly content with just making videos on them.

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  9. Ya you give good pointers for ppl who wanna start mods of there own. The one point that kinda resonated with me the most though was to have a reasonable and approachable vision for a mod. I've seen a couple of mods get way to ambitious with what they want to achieve, and it ends up backfiring in their face completely. Also another thing I wanna point out is that when you have mods that are at a smaller scale, you can spend more time working on those few things and try to perfect them till they are as best as you can make of them (like art, songs, charting, coding, etc.). Cause when your mod is big in scale, it can just make the dev's who are working on the mod demotivated as they just start becoming overwhelmed by how much content said mod would have.

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  10. What sucks about making mods is that if you aren't a big name, no one cares. That's one of the major issues.

    Anyway main comment, I've been looking for help on *updating* my mod that already has a demo out and ive had no twice for MONTHS. I have new finished assets and I've still have had no luck. It's so demotivating, I've started making new stuff, preparing stuff, making proof of concept side mods, etc. And yet no one is interested. So it feels like I'm stuck in a hole and I can't get out. I have so much planned and I don't have the people or skills myself to do it and everyday I feel like just abandoning the mod and moving on from FNF.

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  11. Here are tools that I used to make a (terrible cus of no experience) mod:
    PsychEngine
    (literally no coding required, just figuring things out)
    Spritesheet-and-XML-Generator-for-Friday-Night-Funkin
    (just search that on google and it needs a little bit of file tweaking and ONE youtube tutorial, and you're good)
    LMMS
    (Imagine FL Studio, but free and a bit different, there are soundfonts of BF online and cus the tools you have integraded are terrible, get yourself also real soundfonts)

    And I think that's basically all.
    The hardest things in making a mod by yourself is making the music and the sprites.
    Hence why I said that the mod I made for myself is terrible. Those two things exist, but suck. (And didn't release)

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  12. I'm trying to start a new mod (Vs. Isabelle). I've already made 2 shitpost mods (EVIL PATRIXXX and DALL-E) but this is my first real mod.

    This is day 1 of development and I have not searched for a team yet.

    Currently I've made some LUA framework and added a couple of placeholders. I programmed the week and added a new HUD. I made data and song folders.

    I will search for help when I'm done making a prototype. I will need something to present so that people will WANT to work on the mod.

    I will create a song and chart it. The prototype will be 1 song. After the prototype is made, I will still need to make some promotional content like a logo.

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  13. I would agree with this video.

    When I first thought of making an FNF mod, I was thinking of having like 10 songs and a lot of cutscenes. I just had way too many plans. I didn't know how to do anything for an FNF mod, despite me thinking that I could be the director if I only thought of ideas. It took me like almost 3 months to realize that I'm doing too much to the point where I felt like not making any more progress. However, I've came up with an idea to only include 1 song to my mod. It turned out actually not that bad compared to the unfinished 10 song 5+ characters and lots of cutscenes mess. I do now realize that I should've started small in the first place. I've learnt how to make music, make sprites, chart and I got the hang of psych engine. I figured out how to do all of those things with a help of a few tutorials. However, it did take quite a while for me to learn.

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