Difference between revisions of "Talk:Bethesda Tutorial Dungeon Wrapup"

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m (Adding to my post)
 
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:Good question. the [[Cell Reset]] page says: Encounter Zone levels do not reset. That is, the Encounter Zone will remain locked in at the level it was at when the player first visited the location. While this page clearly states that Encounter Zones reset every 30 in-game days. My money is on that it resets every 30 days.--[[User:Electrosheep|Electrosheep]] 22:40, 23 February 2012 (EST)
:Good question. the [[Cell Reset]] page says: Encounter Zone levels do not reset. That is, the Encounter Zone will remain locked in at the level it was at when the player first visited the location. While this page clearly states that Encounter Zones reset every 30 in-game days. My money is on that it resets every 30 days.--[[User:Electrosheep|Electrosheep]] 22:40, 23 February 2012 (EST)


::Actually, I'm positive that encounter zone's reset every 30 days. If they never reset no matter what, there would not be a box you can check called 'Never Resets'--[[User:Electrosheep|Electrosheep]] 23:26, 23 February 2012 (EST)
::Actually, I'm positive that encounter zones reset every 30 days. If they never reset no matter what, there would not be a box you can check called 'Never Resets'--[[User:Electrosheep|Electrosheep]] 23:26, 23 February 2012 (EST)
:::Yeah they definitely reset. The part that's unclear is whether it resets at the same level or if it relevels after 30 days... --[[User:Bwillb|Bwillb]] 18:01, 24 February 2012 (EST)


==Page Correction==
==Page Correction==
Line 15: Line 16:


:It's actually somewhat misleading information on the wiki's part. I did the same thing as you, and then realized by '''add''' they meant right-click, then click '''add'''. Don't right-click, then click '''new'''. I went ahead and reworded that part.--[[User:Electrosheep|Electrosheep]] 22:26, 23 February 2012 (EST)
:It's actually somewhat misleading information on the wiki's part. I did the same thing as you, and then realized by '''add''' they meant right-click, then click '''add'''. Don't right-click, then click '''new'''. I went ahead and reworded that part.--[[User:Electrosheep|Electrosheep]] 22:26, 23 February 2012 (EST)
:: Thank you for answering and fixing the wiki Tutorial :). --[[User:DarkruneDK|Regards, DarkruneDK]] 18:23, 2 March 2012 (EST)
:::If I didn't make the PreFab Ambush draugr, but instead made a LvlDraugrMelee1HFemale, will the LocTypeDraugrCrypt work for this application?  Thanks. [[User:SterkOks|SterkOks]] ([[User talk:SterkOks|talk]]) 2013-10-09T03:08:48 (EDT)


== Problem with Location Ref Types ==
== Problem with Location Ref Types ==
Line 22: Line 27:
Anyone that knows, what that effects this? --[[User:DarkruneDK|Regards, DarkruneDK]] 16:31, 17 February 2012 (EST)
Anyone that knows, what that effects this? --[[User:DarkruneDK|Regards, DarkruneDK]] 16:31, 17 February 2012 (EST)


Figuered it out myself. I should attach the Location first with the Exterior and the Interior, before the Location Ref Types would add the automatically. --[[User:DarkruneDK|Regards, DarkruneDK]] 16:39, 17 February 2012 (EST)
Figuered it out myself. I should attach the Location first with the Exterior and the Interior, before the Location Ref Types would add it automatically. --[[User:DarkruneDK|Regards, DarkruneDK]] 16:39, 17 February 2012 (EST)
 
== Problem With BossChest LocRefType ==
 
Hey, I'm having a problem with setting my '''TreasDraugrChestBoss's''' LocRefType to '''BossChest'''. For some reason, I cannot find BossChest in the list, and it's driving me crazy! The list goes from ''"Boss"'' to ''"BossContainer"'' to ''"BossTreasureMarker"'', with no mention of '''BossChest'''. Any idea why this is happening? It seems like I have done everything correctly up until this point, so I don't know what to do... --[[User:Ulithium Dragon|Ulithium Dragon]] 10:34, 13 March 2012 (EDT)
 
: Where do you see "BossChest" in the tutorial? I see only BossContainer. --[[User:Catwheezle|Catwheezle]] ([[User talk:Catwheezle|talk]]) 2013-10-10T01:21:17 (EDT)
 
== Radiant Quest ==
 
Given that limited research has provided no information to date as to how to initiate a radiant quest via console, apart from dialogue with NPC quest-givers has anyone verified that this mod actually works as an RQ?--[[User:Lmstearn|Lmstearn]] ([[User talk:Lmstearn|talk]]) 2015-01-06T00:23:22 (EST)
:This is a rescue mission type [http://www.uesp.net/wiki/Skyrim:Rescue_Mission] where BleakFallsBarrow isn't listed as a possible encounter location however. Tried "ForceLocIntoAlias LokirsTombLocation, CurrentRadiantQuestAlias" but get "no owner quest on script for parameter QuestAlias" ( CurrentRadiantQuestAlias is CR08).[http://forums.bethsoft.com/topic/1512734-radiant-quests/]--[[User:Lmstearn|Lmstearn]] ([[User talk:Lmstearn|talk]]) 2015-01-06T09:00:46 (EST)
 
== Monsters Missing, Ambush Broken ==
 
The first time Lokir's Tomb was discovered and entered (without the quest activation), the draugr coffin didn't activate, the skeleton hanging off the necromancer was gone, and several other extraneous actors didn't show up. On a clean game load all these "returned".--[[User:Lmstearn|Lmstearn]] ([[User talk:Lmstearn|talk]]) 2015-01-06T00:27:37 (EST)
 
== Plugin made by the Tutorial Author ==
 
Anyone desiring to proceed on to the [[Bethesda_Tutorial_Papyrus_Events_and_Properties| scripting section]], it's handy to keep this plugin on standby. In case one doesn't, there's a [http://www.creationkit.com/images/2/21/LDWrapUpTutorialComplete.esp pre-made one] available.
Having accidentally deleted mine, this one comes in handy, and looks and feels so much better than mine, which I had thought was built fairly close to the guides.
And a great job on the Navmeshes.
 
Checked it out in TES5edit.
 
*Cell Block
    Master: XNDP record [NAVM:0010FAA9] (in GRUP Cell Temporary Children of SilverdriftLair01 "Silverdrift Lair" [CELL:00015210])
    but no entry in plugin
    Plugin: XLRL record =SilverdriftLairLocation "Silverdrift Lair" [LCTN:000192AA]
    but no entry in master
 
    Both agree XTEL [REFR:00015EA2] (places NorDoorSmLoad02 "Iron Door" [DOOR:0002ABAC] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 14,13)
    Everything else is ITM
 
*Location Block:
    For SilverdriftLairLocation "Silverdrift Lair" [LCTN:000192AA] it has the usual Record Headers: EDID, FULL, KWDA, MNAM, RNAM
 
 
*Worldspace Block:
    LokirsTombExterior has a few of navmesh edits in FormID 000EB015.
    That's fine but Navmesh FormID 00068AE9 has a bunch of changes at RiverwoodEdge01 and at Wilderness 00009715
 
They've been very busy. Also
 
    Worldspace edits:
    Navmesh 00068B0C
    RiverwoodEdge01
    values override master in
    Triangle #200
    Triangle #219
    Triangle #223
    Triangle #428
 
    External Connections
    Connection #17
    Triangle 107 becomes 66
    Connection #18
    Triangle 66 becomes 107
    Connection #20
    Triangle 217 becomes 130
    Connection #21
    Triangle 130 becomes 217
 
    Navmesh 00068B15
    RiverwoodEdge01
    values override master in
    Triangle #41
    Triangle #42
    Triangle #49
    Triangle #53
    External Connections
    Connection #11
    Triangle 205 becomes 33
    Connection #12
    Triangle 231 becomes 95
    Connection #14
    Triangle 33 becomes 205
    Connection #15
    Triangle 95 becomes 231
 
The mystery is Silverdrift Lair. But wow, did anyone do anything like this ''without'' consulting the pre-made plugin?--Lmstearn 2015-02-17T05:00:50 (EST)
 
== MapMarkerRefType missing ==
 
It seems that to complete a Radiant dungeon you'll need to set the map marker with MapMarkerRefType for its LocRefType. I was able to get Ancient Technologies and some Bounty Quests working with my dungeons without setting it, but the Amren's Family Sword quest wasn't choosing my dungeons until I set this. Should this information go on this page? I just found it on an external tutorial as well (http://skyrimmw.weebly.com/skyrim-modding/setting-up-dungeons-for-radiance-skyrim-modding-tutorial).

Latest revision as of 14:56, 25 February 2024

Do Encounter Zones Re-Level Or Not?[edit source]

This page states that encounter zones re-level when they reset, but the Cell Reset page says they do not. Which is accurate? -Bwillb 03:14, 12 February 2012 (EST)

Good question. the Cell Reset page says: Encounter Zone levels do not reset. That is, the Encounter Zone will remain locked in at the level it was at when the player first visited the location. While this page clearly states that Encounter Zones reset every 30 in-game days. My money is on that it resets every 30 days.--Electrosheep 22:40, 23 February 2012 (EST)
Actually, I'm positive that encounter zones reset every 30 days. If they never reset no matter what, there would not be a box you can check called 'Never Resets'--Electrosheep 23:26, 23 February 2012 (EST)
Yeah they definitely reset. The part that's unclear is whether it resets at the same level or if it relevels after 30 days... --Bwillb 18:01, 24 February 2012 (EST)

Page Correction[edit source]

Fixed broken link to previous tutorial on world hookup. Cobalt027 21:58, 14 February 2012 (EST)

Location keyword problem[edit source]

Hi, I am having a problem with adding the keywords to the location. After I click add under keyword, and write something like LocSetNordicRuin in the ID, there comes a popup saying that it needs to be unique. Should i just add some numbers after it, or is it some kind of bug in the Creation Kit? --Regards, DarkruneDK 14:18, 17 February 2012 (EST)

It's actually somewhat misleading information on the wiki's part. I did the same thing as you, and then realized by add they meant right-click, then click add. Don't right-click, then click new. I went ahead and reworded that part.--Electrosheep 22:26, 23 February 2012 (EST)
Thank you for answering and fixing the wiki Tutorial :). --Regards, DarkruneDK 18:23, 2 March 2012 (EST)
If I didn't make the PreFab Ambush draugr, but instead made a LvlDraugrMelee1HFemale, will the LocTypeDraugrCrypt work for this application? Thanks. SterkOks (talk) 2013-10-09T03:08:48 (EDT)

Problem with Location Ref Types[edit source]

Hi, I have one more problem. The Location Ref Types doesn't add, to the location I have made, automatically. I think I have done all what the tutorials says.

Anyone that knows, what that effects this? --Regards, DarkruneDK 16:31, 17 February 2012 (EST)

Figuered it out myself. I should attach the Location first with the Exterior and the Interior, before the Location Ref Types would add it automatically. --Regards, DarkruneDK 16:39, 17 February 2012 (EST)

Problem With BossChest LocRefType[edit source]

Hey, I'm having a problem with setting my TreasDraugrChestBoss's LocRefType to BossChest. For some reason, I cannot find BossChest in the list, and it's driving me crazy! The list goes from "Boss" to "BossContainer" to "BossTreasureMarker", with no mention of BossChest. Any idea why this is happening? It seems like I have done everything correctly up until this point, so I don't know what to do... --Ulithium Dragon 10:34, 13 March 2012 (EDT)

Where do you see "BossChest" in the tutorial? I see only BossContainer. --Catwheezle (talk) 2013-10-10T01:21:17 (EDT)

Radiant Quest[edit source]

Given that limited research has provided no information to date as to how to initiate a radiant quest via console, apart from dialogue with NPC quest-givers has anyone verified that this mod actually works as an RQ?--Lmstearn (talk) 2015-01-06T00:23:22 (EST)

This is a rescue mission type [1] where BleakFallsBarrow isn't listed as a possible encounter location however. Tried "ForceLocIntoAlias LokirsTombLocation, CurrentRadiantQuestAlias" but get "no owner quest on script for parameter QuestAlias" ( CurrentRadiantQuestAlias is CR08).[2]--Lmstearn (talk) 2015-01-06T09:00:46 (EST)

Monsters Missing, Ambush Broken[edit source]

The first time Lokir's Tomb was discovered and entered (without the quest activation), the draugr coffin didn't activate, the skeleton hanging off the necromancer was gone, and several other extraneous actors didn't show up. On a clean game load all these "returned".--Lmstearn (talk) 2015-01-06T00:27:37 (EST)

Plugin made by the Tutorial Author[edit source]

Anyone desiring to proceed on to the scripting section, it's handy to keep this plugin on standby. In case one doesn't, there's a pre-made one available. Having accidentally deleted mine, this one comes in handy, and looks and feels so much better than mine, which I had thought was built fairly close to the guides. And a great job on the Navmeshes.

Checked it out in TES5edit.

  • Cell Block
   Master: XNDP record [NAVM:0010FAA9] (in GRUP Cell Temporary Children of SilverdriftLair01 "Silverdrift Lair" [CELL:00015210])
   but no entry in plugin
   Plugin: XLRL record =SilverdriftLairLocation "Silverdrift Lair" [LCTN:000192AA]
   but no entry in master
   Both agree XTEL [REFR:00015EA2] (places NorDoorSmLoad02 "Iron Door" [DOOR:0002ABAC] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 14,13)
   Everything else is ITM
  • Location Block:
   For SilverdriftLairLocation "Silverdrift Lair" [LCTN:000192AA] it has the usual Record Headers: EDID, FULL, KWDA, MNAM, RNAM


  • Worldspace Block:
   LokirsTombExterior has a few of navmesh edits in FormID 000EB015.
   That's fine but Navmesh FormID 00068AE9 has a bunch of changes at RiverwoodEdge01 and at Wilderness 00009715

They've been very busy. Also

   Worldspace edits:
   Navmesh 00068B0C
   RiverwoodEdge01
   values override master in
   Triangle #200
   Triangle #219
   Triangle #223
   Triangle #428
   External Connections
   Connection #17
   Triangle 107 becomes 66
   Connection #18
   Triangle 66 becomes 107
   Connection #20
   Triangle 217 becomes 130
   Connection #21
   Triangle 130 becomes 217
   Navmesh 00068B15
   RiverwoodEdge01
   values override master in
   Triangle #41
   Triangle #42
   Triangle #49
   Triangle #53
   External Connections
   Connection #11
   Triangle 205 becomes 33
   Connection #12
   Triangle 231 becomes 95
   Connection #14
   Triangle 33 becomes 205
   Connection #15
   Triangle 95 becomes 231

The mystery is Silverdrift Lair. But wow, did anyone do anything like this without consulting the pre-made plugin?--Lmstearn 2015-02-17T05:00:50 (EST)

MapMarkerRefType missing[edit source]

It seems that to complete a Radiant dungeon you'll need to set the map marker with MapMarkerRefType for its LocRefType. I was able to get Ancient Technologies and some Bounty Quests working with my dungeons without setting it, but the Amren's Family Sword quest wasn't choosing my dungeons until I set this. Should this information go on this page? I just found it on an external tutorial as well (http://skyrimmw.weebly.com/skyrim-modding/setting-up-dungeons-for-radiance-skyrim-modding-tutorial).