Talk:Bethesda Tutorial Layout Part 1

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Create an outdoor area

I'm sure it must be possible, how do I create an outdoor area? I'd like to create a whole new area (maybe even a whole continent eventually) that connects to Skyrim by one of those roads at the edge of the map that seem to lead to nowhere. --Zafiros bonitos 14:17, 14 February 2012 (EST)zafiros bonitos

  • I'm interested in swapping out one of the ruined buildings in Winterhold. I am also interested in learning about outdoor modding. King Mango

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

You're right. It appears to be about 1 inch too large.--Electrosheep 22:03, 21 February 2012 (EST)

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)

Hmmm...that's very bizarre, as entering portal mode normally makes it so you can't select anything besides portals (which you learn about in the optimization part of this tutorial series). If you are getting a selection box, make sure the correct object is selected, and when you see the normal mouse pointer turn into a cross, left click and drag should move it along the x and y axes.--Electrosheep 21:55, 21 February 2012 (EST)

It depends where the mouse pointer is when you start. If it's over the void, it'll draw a selection box. Try putting it over the piece you want to move. OfftheRails 16:21, 21 March 2012 (EDT)

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)

This. A thousand times this. Works perfectly when I followed Whhorner's advice. Thanks! --16note 21:11, 12 February 2012 (EST)

Also, I got stuck with this a lot and nowhere is it said, (registered just to put this down for future discussion-page people with same problems), you need to place the wall-piece into the x:0 y:0 z:0 position for it to work right. Im too timid to edit the article itself though... --Ymedron 13:57, 14 February 2012 (EST)

When I was doing the tutorial, I didn't have to put anything in the x:0 y:0 z:0 position. My suggestion is that if you place an object while snap to grid is off, you need to move the object in order for the snapping to have any effect. I normally move my objects around even if snap to grid is on.--Electrosheep 22:00, 21 February 2012 (EST)

Preview Errors

I am unable to preview anything because as soonas I open the preview page it restores it to such a small size that I am unable to view the object

It restores the preview window to a small size, or the object that it displays?
If the window, then it should be stretchable big again by click-dragging one corner of the window to stretch it larger. If the object, it *should* be positioning the object such that all parts of it fit within the viewport. It also positions it so that you are looking at it edge-on, so it may appear invisible. Using the controls described in Preview window should let you move it to be visible. --Catwheezle 21:17, 21 February 2012 (EST)

Warning box text

From the bottom of the article:

Achtung.png

'Creation-kit' has been having some slight problems with rendering objects from your mod into the real game, although this is a problem for some people. If you make a mod that has a Piece of Static objects in it, and then you save and upload, but when you go to test it out it is not there then the problem has occurred, currently there is not a fix to this, I will be looking for a way on avoiding this, or preferable fixing it. Hopefully Bethesda Game Studios.

I'm aware of this bug having come across it myself, but this warning box is really hard to read. Anyone care to rewrite it? I don't know enough about the bug - probable causes, progress with a fix, work-arounds etc - to write it myself, so if anyone else could I think it would be a valuable piece of information. --Kai 17:33, 3 June 2012 (EDT)

Double-click the ref ID

This should read Editor ID Ivo (talk) 17:21, 14 November 2012 (EST)

Problem deleting objects from the new LokirsTomb cell

The tutorial says to delete everything from the new cell except the navmesh. I made sure I selected the new cell. If I select something from the cell view window and press delete, I get prompted whether I want to delete it. I select yes, the window flashes, but the item stays in object list.

If I select something from within the render window and press Delete, it is deleted. I was able to get rid of everything except "dunHunterQSTinitiallyEnableds001" this way. It is still in the Object list, but when I try to view it, nothing shows up in the render window, so I can't select it there delete it.

I actually tried restarting the CK without saving in hopes that it was a random glitch, but the same thing happened again.

So how do I delete this object?

Dbbolton (talk) 2013-02-07T03:23:17 (EST)

If you deleted the objects in the cell all you need to do is refresh the cell by selecting another from the list and then return to your cell, items should have disappeared. I had the same problem this worked for me. Hope this helps :)

This helped me, too. "Random Glitch?" Just wonky programming and testing.--Lmstearn (talk) 2014-11-01T06:56:51 (EDT)