‘My Creation’ Interview: Trainwiz
Whether it’s in the Commonwealth or Skyrim, if there’s a mod delivers that delivers something locomotion-related, there’s a strong chance it came from Kevin Brock (a.k.a. Trainwiz). Hailing from Northern California, Kevin enjoys programming/coding, running and reading. And as you guessed it, he loves trains – even creating horrifying amalgams for Microsoft’s Train Simulator.
Check our interview with Trainwiz below.
What is it that you love about trains? Is it safe to assume you enjoyed building train sets from an early age?
I wish, but real model trains are extremely expensive. No, I think my first experience were those wooden ones. They’re much cheaper, or at least they used to be. I can’t really articulate why I like trains. I guess I like anything that's heavily mechanical, and trains just happen to be the biggest, most visibly mechanical thing out there. There's something impressive about a million-pound machine that can go eighty miles an hour uphill pulling two miles of rolling stock. This is, of course, why so many of my mods are Dwemer-related.

You’ve had some memorable mods for Skyrim, including Call of Trainwiz, what’s it like revisiting these?
Sometimes it's legitimately hilarious. I've forgotten a lot of the little things I put here and there, so seeing them again in action is often like I'm experiencing the mod for the first time. Other times it's embarrassing. It's been years since I've touched many of my mods, and going back over some of them, I often look at what's been done and say to myself "Wow, I could do so much better than this now!" Some of these mods are four, even five years old, and obviously a lot has changed for me in that time. Whenever you revisit older works, there're a lot of things in hindsight you realize didn't work out. In fact, a lot of my mods I actually plan to go over with a fine-tooth comb and re-detail, to bring them up to a better standard. Not Call of Trainwiz though, I think we can both agree it is at the highest possible level of quality it can be.
Can you talk about the process of bringing these mods over to Bethesda.net?
Probably the hardest part of it is packing the files. Some of my mods are so utterly massive that automatic tools can't work on them. This was the issue with Fallout 4’s Maxwell's World for a long time. Otherwise, the process has gone surprisingly smoothly. I recently uploaded Wheels of Lull, and I'm working on fixing up some mesh errors in a few of my more popular mods, like World Eater Beater and the much-requested Skyrim Kart Racing. Hopefully by the end of the month they should be up on Bethesda.net and ready for use on both Xbox and PC.

Is it exciting for you to know that a larger base of Elder Scrolls fans will have an opportunity try out your mods?
It's always exciting for me to upload mods to a new platform. Mostly because I get to see the reactions to some of the weirder things I've done, like Funny Followers. The numbers alone for me are also pretty staggering. For some of my mods on Bethesda.net, they have already surpassed the cumulative downloads everywhere else. There's pretty clearly a huge base ready to be indoctrinated into my world of train-related insanity, which I am happy to take advantage of.
For console players, do you have any recommendations/tips on how to best provide feedback on projects?
Their best bet is to submit things on a more permanent platform! For Fallout 4’s Maxwell's World, I have a thread running on the forums, and that's easier to quote and reply to than the standard mod page. If you have bug reports or feedback, that's the better place to do it, otherwise your comments might get buried beneath other comments.

Any new projects you can share info about?
I've always got a lot of projects – both active and not – that I've got lined up. Now I can't disclose anything about the truly secret projects, because they don't exist!
I do have three things lined up. The first is a set of train-based power armor for Fallout 4, and the second is a more serious AI and bossfight overhaul for the Coursers – just to make them more hardcore and terrifying. That one is going to be a lot of fun.
Finally, if there's enough time, I have an interactive dreaming mod for Skyrim that'll give the player a variety of fully graphical dreams when they sleep. That's way down the line, though.
For fans looking to get started with working on Mods, what would you recommend?
I have three pieces of advice. The first is to learn coding. In general this is a useful skill. It's like learning to cook. If you know how to code, even just the basics, it opens up a whole new world of what you can do in modding. Second is to plan things out. Every mod I do I write, script, and map out before I even begin putting anything into a plugin. The more you plan, the quicker you can build things. And lastly, start small. I'm not the best person to give advice for this, since my first mod was bigger than most expansion packs, but trust me. Don't go big. Learn the basics with a house mod, a follower, or a small quest. Then you can dive into ambitious and insane projects.

Anything else you’d like to share?
To the console players that haven't had a chance to experience it yet: download Wheels of Lull – it’s going to gonna blow your mind.
Mods to check out from Trainwiz:
- Maxwell’s World
- Call of Trainwiz
- Funny Followers
- The Wheels of Lull
- Aethernautics: A Space Travel Mod
- Morrowloot
If you have any recommendations for new ‘My Creation’ interviews, share them in the new forum board dedication to the Creation Kit.
