Talk:Bethesda Tutorial Dungeon Wrapup
Do Encounter Zones Re-Level Or Not?
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)
- 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)
Page Correction
Fixed broken link to previous tutorial on world hookup. Cobalt027 21:58, 14 February 2012 (EST)
Location keyword problem
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)
Problem with Location Ref Types
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
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
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 doesn't recognize LokirsTombLocation as a location ( CurrentRadiantQuestAlias is CR08).--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".--Lmstearn (talk) 2015-01-06T00:27:37 (EST)