Difference between revisions of "Bethesda Tutorial Dungeon Wrapup"

1,155 bytes removed ,  03:45, 17 February 2012
m
Applying the three new templates: InDepth, ProTip and WarningBox.
imported>Cobalt027
imported>Catwheezle
m (Applying the three new templates: InDepth, ProTip and WarningBox.)
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*'''LocationEdgeMarker''' - Set on an XMarkerHeading at the far edge of the exterior cell.
*'''LocationEdgeMarker''' - Set on an XMarkerHeading at the far edge of the exterior cell.


{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
{{Template:ProTip|You don't have to place all of the LocRefTypes listed in your dungeon if they don't make sense for the area. For example it doesn't always make sense for Draugr to have a captive so that might not be needed.}}
|-
|style="border-style: solid; border-width: 0"|[[Image:Protip.jpg|48px]]
|style="border-style: solid; border-width: 0"|You don't have to place all of the LocRefTypes listed in your dungeon if they don't make sense for the area. For example it doesn't always make sense for Draugr to have a captive so that might not be needed.
|}


Let's start by setting the Boss, which is one of the most commonly used LocRefTypes. Go back to the boss we placed in the Tutorial on '''Ambushes''' and open up the Object Info by double clicking on the LvlDraugrAmbushBossMale or LvlDraugrAmbushMelee1HMale. Go to the second to last tab, "Location Ref Type", and set the drop down to say "Boss" then hit okay.
Let's start by setting the Boss, which is one of the most commonly used LocRefTypes. Go back to the boss we placed in the Tutorial on '''Ambushes''' and open up the Object Info by double clicking on the LvlDraugrAmbushBossMale or LvlDraugrAmbushMelee1HMale. Go to the second to last tab, "Location Ref Type", and set the drop down to say "Boss" then hit okay.
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Next we will place an XMarkerHeading for the '''LocationCenterMarker''' between the entrance and the boss. A good spot for this in Lokir's Tomb would be the second room. Make sure it is positioned on the generated Navmesh and set the LocRefType as '''LocationCenterMarker'''. An XMarkerHeading is different from a regular XMarker in that it also stores rotational data.  
Next we will place an XMarkerHeading for the '''LocationCenterMarker''' between the entrance and the boss. A good spot for this in Lokir's Tomb would be the second room. Make sure it is positioned on the generated Navmesh and set the LocRefType as '''LocationCenterMarker'''. An XMarkerHeading is different from a regular XMarker in that it also stores rotational data.  


{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
{{Template:ProTip|XMarkerHeadings are often used when you want to specify not only the position, but also the direction something should be facing, such as an actor. They are commonly used by LocRefTypes, [[Patrol Paths]], and for positioning actors in [[Scenes]].}}
|-
|style="border-style: solid; border-width: 0"|[[Image:Protip.jpg|48px]]
|style="border-style: solid; border-width: 0"|XMarkerHeadings are often used when you want to specify not only the position, but also the direction something should be facing, such as an actor. They are commonly used by LocRefTypes, [[Patrol Paths]], and for positioning actors in [[Scenes]].
|}


We'll run through the rest of the interior LocRefTypes quickly. Set three Containers to the '''Container''' LocRefType; these can be anything from urns to chests, from dressers to barrels (''Fig. 10.5''). Next, lets place an XMarkerHeading down with the necromancer, making sure it is on the navmesh, and set it to the '''CaptiveMarker''' LocRefType (''Fig. 10.6''). Place another XMarkerHeading in the entrance room and mark it as '''InsideEntrance''' (''Fig. 10.3'').
We'll run through the rest of the interior LocRefTypes quickly. Set three Containers to the '''Container''' LocRefType; these can be anything from urns to chests, from dressers to barrels (''Fig. 10.5''). Next, lets place an XMarkerHeading down with the necromancer, making sure it is on the navmesh, and set it to the '''CaptiveMarker''' LocRefType (''Fig. 10.6''). Place another XMarkerHeading in the entrance room and mark it as '''InsideEntrance''' (''Fig. 10.3'').
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On the Right side of the window you will see three tabs marked ''Location Ref Types, Cells, and Actors''. Once we have assigned a location to a cell, these will all be propagated automatically.
On the Right side of the window you will see three tabs marked ''Location Ref Types, Cells, and Actors''. Once we have assigned a location to a cell, these will all be propagated automatically.


{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
{{Template:InDepth|'''An Example of how Locations are used by Radiant Story'''
|-
|style="border-style: solid; border-width: 0"|[[Image:InDepth.jpg|48px]]
|style="border-style: solid; border-width: 0"|'''An Example of how Locations are used by Radiant Story'''
*NPC ''Bob'' wants to give you a quest to save his wife ''Jane'' from bandits and to kill their leader.
*NPC ''Bob'' wants to give you a quest to save his wife ''Jane'' from bandits and to kill their leader.
*Radiant Quest finds a Location in the current Hold Location that has a Boss LocRefType and a CaptiveMarker LocRefType with the ''LocTypeBanditCamp'' Keyword
*Radiant Quest finds a Location in the current Hold Location that has a Boss LocRefType and a CaptiveMarker LocRefType with the ''LocTypeBanditCamp'' Keyword
*''Jane'' is moved to the XMarkerHeading with the '''CaptiveMarker''' LocRefType in this Location
*''Jane'' is moved to the XMarkerHeading with the '''CaptiveMarker''' LocRefType in this Location
*Quest targets are placed for ''Jane'' and the actor with the '''Boss''' LocRefType in this Location
*Quest targets are placed for ''Jane'' and the actor with the '''Boss''' LocRefType in this Location}}
|}


We have all our Location RefTypes and are currently in the exterior cell, so let's go ahead and create a Location for Lokir's Tomb. With Location Selected in the Object Window Right-Click in the list of locations and choose New to create a New Location.
We have all our Location RefTypes and are currently in the exterior cell, so let's go ahead and create a Location for Lokir's Tomb. With Location Selected in the Object Window Right-Click in the list of locations and choose New to create a New Location.
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# Now hit "Ok"
# Now hit "Ok"


{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
{{Template:ProTip|Smaller dungeons such as caves will often have all the animals marked with the "Boss" LocRefType. This way the cave is only cleared when all the animals are dead.}}
|-
|style="border-style: solid; border-width: 0"|[[Image:Protip.jpg|48px]]
|style="border-style: solid; border-width: 0"|Smaller dungeons such as caves will often have all the animals marked with the "Boss" LocRefType. This way the cave is only cleared when all the animals are dead.
|}


<gallery>
<gallery>
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[[image:EncZoneLokirsTomb.jpg|center|thumb|A view of the new LokirsTombZone.]]
[[image:EncZoneLokirsTomb.jpg|center|thumb|A view of the new LokirsTombZone.]]


{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
{{Template:ProTip|The difficulty of an area is still subject to the LvlActors used there. Even if you set Min Level of a Dwarven dungeon to "0", the lowest level creature in the LvlActor is still around level 12.
|-
|style="border-style: solid; border-width: 0"|[[Image:Protip.jpg|48px]]
|style="border-style: solid; border-width: 0"|The difficulty of an area is still subject to the LvlActors used there. Even if you set Min Level of a Dwarven dungeon to "0", the lowest level creature in the LvlActor is still around level 12.


Likewise, the Max Level is often left to the default determined by the LvlActors present in the area.
Likewise, the Max Level is often left to the default determined by the LvlActors present in the area.}}
|}


=Hooking up the Location and Encounter Zone=
=Hooking up the Location and Encounter Zone=
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