Difference between revisions of "Bethesda Tutorial Papyrus Events and Properties"
Bethesda Tutorial Papyrus Events and Properties (edit)
Revision as of 06:50, 17 February 2015
, 06:50, 17 February 2015→Setting the Stage
imported>Udun m (→Event Planning) |
imported>Lmstearn |
||
(4 intermediate revisions by 2 users not shown) | |||
Line 25: | Line 25: | ||
=Setting the Stage= | =Setting the Stage= | ||
First, let's set up the draugr we want to resurrect. In the editor, open the cell '''LokirsTomb''' and focus your view on the cave area; this is our boss chamber. In the [[Object Window]], navigate to '''Actors>Actor''' - or ''' | First, let's set up the draugr we want to resurrect. In the editor, open the cell '''LokirsTomb''' and focus your view on the cave area; this is our boss chamber. In the [[Object Window]], navigate to '''Actors>Actor''' - or '''All''' - and use the filter to locate '''"LvlDraugrMissileMale"''' and '''"LvlDraugrWarlockMale"'''. Drag and drop one of each into the room. | ||
Placed actors like these | Placed actors like these Draugr start alive (''well, relatively speaking''), and we need them to be dead. Double-click on each of them and check the box marked '''"Starts Dead"'''. | ||
{{WarningBox|Modders familiar with earlier BGS titles take note - simply setting the health of a base actor to zero will no longer cause the actor to begin dead. You must use the "Starts Dead" checkbox as specified here.}} | {{WarningBox|Modders familiar with earlier BGS titles take note - simply setting the health of a base actor to zero will no longer cause the actor to begin dead. You must use the "Starts Dead" checkbox as specified here.}} | ||
Line 146: | Line 146: | ||
# Double-click on the script to add it to the Draugr. | # Double-click on the script to add it to the Draugr. | ||
That's attached the script to this reference, but we still need to tell the Creation Kit what spell to cast. We'll be using "dunReanimateSelf", a special non-playable spell created especially for events like this one. | That's attached the script to this reference, but we still need to tell the Creation Kit what spell to cast. We'll be using "dunReanimateSelf", a special non-playable spell created especially for events like this one.<br/> | ||
# Select ''LokirsDraugrResurrection'' in the ''Scripts'' Tab | {{WarningBox|If you do not do what follows, any properties (any external resource) that you use in your script will NOT register correctly. (This is because properties are '''local''' names only). Even if the property has the same name as an existing external object, it will not work properly without this step.}} | ||
# Click'''Properties''' | # Select ''LokirsDraugrResurrection'' in the ''Scripts'' Tab. | ||
# Click '''Properties'''. | |||
# The list that appears only has a single property - ''reanimateSpell''. | # The list that appears only has a single property - ''reanimateSpell''. | ||
# Select reanimateSpell and click '''Edit Value'''. | # Select reanimateSpell and click '''Edit Value'''. | ||
# Notice that this list only displays valid forms - spells, in this case | # Notice that this list only displays valid forms - spells, in this case. | ||
# Select '''dunReanimateSelf'''. Click OK. | # Select '''dunReanimateSelf'''. Click OK. | ||