Talk:Bethesda Tutorial Layout Part 1

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COCMarkerHeading

I am new to the Creation (or Bethesda engines in general) and personally have no idea what how to spawn a COCMarkerHeading, but it appears to be rather important. Could someone knowledgeable add in a sentence or two explaining how to create and edit one near the bottom of the page when it is brought up? It would be much appreciated. --Gabeslave 21:09, 7 February 2012 (EST)

COCMarkerHeading can be found in WorldObjects > Static. It is used for the COC console command. Bethesda_Tutorial_World_Hookup explains how to add map markers for quick traveling. See also Markers. --Syneris 23:11, 7 February 2012 (EST)
You can also find this (and almost anything else) by typing some or all of the form name into the filter box and selecting the *All category at the bottom of the Object Window's hierarchy list. Joel Burgess 04:16, 8 February 2012 (EST)

UnitScaleRef.jpg

In figure three (UnitScaleRef.jpg) the bar showing 256 units seems to be out of scale. greenglasslizard 2/17/2012

No STATIC > Dungeons

Just downloaded the creation kit and came straight here. There is no catagory called Static > Dungeons under World Objects in the object panel. There is "Static" but nothing in there is called "Dungeons" RedwoodElf

This tripped me up too for a bit. Make sure you are loading your data in. Look at this section ->Getting_Started#Creating_Your_First_Plugin Zengief 22:57, 7 February 2012 (EST)
Yeah, it took me a lot of trial and error...I'm adding the undocumented steps to the tutorial so first time users won't have as hard a time as I did. This is why the people who created the tools are the wrong people to write tutorials for total newbies (heh) - when you have been using a tool for a long time, your brain tends to just skip over some steps that seem obvious to you, but to someone who's never seen it aren't obvious at all. RedwoodElf

Problems with "Fitting the Pieces Together"

The wiki says:

"Click and drag inside the Render Window to move the newly-created wall piece. With grid-snapping turned on, it will lock into place relatively easily."

... but for me, Click+Drag creates a selection box, like when click+dragging to select several icons on a Windows desktop. Clicking on the wall inside the Render Window deselects the object and I'm unable to move it. However, rightclick-dragging will rotate it. What am I doing wrong? --GregariousJB 16:41, 8 February 2012 (EST) Oh jeez. I got lucky and tried clicking "Enter Portal Mode", and now it works. I bet this problem is making a lot of newbies like me very frustrated. --GregariousJB 16:47, 8 February 2012 (EST)

Pieces Don't Fit Together With "Snap To Grid" On

The Wiki states that when I create the second wall piece, I just have to move it into place and it should fit together. However, when it snaps into position it is not lined up with the first wall piece at all. The only way I can get them to line up correctly is to disable "Snap to Grid" and line them up manually. Is that what I'm supposed to do or am I doing something wrong? --Drakkel 01:59, 11 February 2012 (EST)

Make sure that you do not delete the NavMesh object under the cell view. Doing that seems to break the ability to snap to the grid properly. --Whhorner 16:34, 11 February 2012 (EST)