Difference between revisions of "Bethesda Tutorial Dungeon Wrapup"

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[[image:LocRefTypes.jpg|right|400px|thumb|<b>Fig. 10.1:</b> LocRefTypes in the ObjectWindow.]]
[[image:LocRefTypes.jpg|right|400px|thumb|<b>Fig. 10.1:</b> LocRefTypes in the ObjectWindow.]]


A Location Reference Type or '''LocRefType''', as we more commonly refer to it, is a special type of flag that you can place on a Reference in your level that [[Radiant_Story|Radiant Story (our procedural quest generation system)]] uses to find the right objects. Essentially it lets you define for the quest system which actor is the "Boss" or which would be a good "Container" to place a quest item in, for example.
A [[Location Ref Type|Location Reference Type or '''LocRefType''']], as we more commonly refer to it, is a special type of flag that you can place on a Reference in your level that [[Radiant_Story|Radiant Story (our procedural quest generation system)]] uses to find the right objects. Essentially it lets you define for the quest system which actor is the "Boss" or which would be a good "Container" to place a quest item in, for example.


We can find the whole list of LocRefTypes under '''"WorldData > Location Ref Type"''' in the Editor Window (''Fig. 10.1''). Beyond the most advanced modding, you probably won't need to ever add new LocRefTypes.
We can find the whole list of LocRefTypes under '''"WorldData > Location Ref Type"''' in the [[Object Window]] (''Fig. 10.1''). Beyond the most advanced modding, you probably won't need to ever add new LocRefTypes.


As you can see, there are quite a lot of different LocRefTypes but for our purposes we are only interested in a much, much smaller list that we will need to place in our level.  
As you can see, there are quite a lot of different LocRefTypes but for our purposes we are only interested in a much, much smaller list that we will need to place in our level.  
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It's as simple as that. Notice that a small rectangular box has now appeared hovering above our Actor Marker. This our indicator that this object is flagged as a LocRefType and is very helpful for remembering which objects not to delete. Due to the large amount of unique LocRefTypes, there is not a simple color scheme, but you'll get a feel for ones you place in your dungeons frequently.
It's as simple as that. Notice that a small rectangular box has now appeared hovering above our Actor Marker. This our indicator that this object is flagged as a LocRefType and is very helpful for remembering which objects not to delete. Due to the large amount of unique LocRefTypes, there is not a simple color scheme, but you'll get a feel for ones you place in your dungeons frequently.


Next, on that platform, let's set the '''BossChest''' LocRefType to the '''TreasDrugrChestBoss''' in the same way (if you have a normal TreasDrugrChest, you can replace with TreasDrugrChestBoss, but be careful with the NavMesh). If a Radiant Quest wants to place a special treasure in the Boss's Chest, this is where it will go. Let's place an Xmarker on the ground next to that chest (filter *All for XMarker); this we will set to BossTreasureMarker. If a Radiant Quest wants to place an object near the Boss, but not in a container, this is where it will be placed. XMarkers are invisible and have no collision in game. They are used for positional data only.
Next, on that platform, let's set the '''BossContainer''' LocRefType to the '''TreasDrugrChestBoss''' in the same way (if you have a normal TreasDrugrChest, you can replace with TreasDrugrChestBoss, but be careful with the NavMesh). If a Radiant Quest wants to place a special treasure in the Boss's Chest, this is where it will go. Let's place an Xmarker on the ground next to that chest (filter *All for XMarker); this we will set to BossTreasureMarker. If a Radiant Quest wants to place an object near the Boss, but not in a container, this is where it will be placed. XMarkers are invisible and have no collision in game. They are used for positional data only.


<gallery>
<gallery>
image:LocRefTypeBoss.jpg|<b>Fig. 10.2:</b> Setting LvlDraugrAmbushBossMale to the Boss LocRefType.
image:LocRefTypeBoss.jpg|<b>Fig. 10.2:</b> Setting LvlDraugrAmbushBossMale to the Boss LocRefType.
image:LocRefTypeBoss2.jpg|<b>Fig. 10.3:</b> Red Boss LocRefType marker over the Actor Marker.
image:LocRefTypeBoss2.jpg|<b>Fig. 10.3:</b> Red Boss LocRefType marker over the Actor Marker.
image:LocRefTypeBoss3.jpg|<b>Fig. 10.4:</b> BossChest and BossTreasureMarker LocRefTypes.
image:LocRefTypeBoss3.jpg|<b>Fig. 10.4:</b> BossContainer and BossTreasureMarker LocRefTypes.
</gallery>
</gallery>


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.  


{{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]].}}
{{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, [[Bethesda_Tutorial_Encounters#Linked-Refs_and_Patrols|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 '''InsideEntranceMarker''' (''Fig. 10.7'').


<gallery>
<gallery>
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</gallery>
</gallery>


Now that you've placed those let's move to the exterior. The quickest way to do this is to double click on the '''Yellow Door Marker''' that we placed in the tutorial on [[Bethesda Tutorial World Hookup]]. This will bring up a dialogue box asking if we wish to move the the connected door.
Now that you've placed those let's move to the exterior. The quickest way to do this is to double click on the '''Yellow Door Marker''' that we placed in the tutorial on [[Bethesda Tutorial World Hookup]]. This will bring up a dialogue box asking if we wish to move to the connected door on the other side of the teleport.


Now that we are in the exterior, make sure the Render Window is selected and press '''B''' to make sure that [[Cell Borders]] are displayed. We should be in the cell we renamed "LokirsTombExterior" in the previous tutorial.
Now that we are in the exterior, make sure the Render Window is selected and press '''B''' to make sure that [[Cell Borders]] are displayed. We should be in the cell we renamed "LokirsTombExterior" in the previous tutorial.
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# Set the Parent Location to "WhiterunHoldLocation" (where our exterior cell is)
# Set the Parent Location to "WhiterunHoldLocation" (where our exterior cell is)
# Set the World Location Marker Ref to our Map Marker (choose in the Render Window)
# Set the World Location Marker Ref to our Map Marker (choose in the Render Window)
# Right Click then click '''Add''', and add the following Keywords
# Right Click, then click '''Add''', then add the following Keywords
## '''LocSetNordicRuin''' - the main architecture here
## '''LocSetNordicRuin''' - the main architecture here
## '''LocTypeDraugrCrypt''' - what type of enemy is the boss
## '''LocTypeDraugrCrypt''' - what type of enemy is the boss
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=Encounter Zones & Level scaling=
=Encounter Zones & Level scaling=


An Encounter Zone, or EncZone as it is often written, is used to set the level scaling for an area. They can be found under '''WorldData>Encounter Zone''' in the object window. Let's have a look at the EncZone for Bleak Falls Barrow.
An [[Encounter Zone|Encounter Zone, or EncZone]] as it is often written, is used to set the level scaling for an area. They can be found under '''WorldData > Encounter Zone''' in the object window. Let's have a look at the EncZone for Bleak Falls Barrow.


[[image:BFBZone.jpg|left|thumb|A view of the BleakFallsBarrowZone.]]
[[image:BFBZone.jpg|left|thumb|A view of the BleakFallsBarrowZone.]]
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*'''Max Level''' - The Maximum Level for this area (only needed if you want to cap how difficult the area is)
*'''Max Level''' - The Maximum Level for this area (only needed if you want to cap how difficult the area is)
*'''Never Resets''' - Sets this area not to reset after the 30 day reset period.
*'''Never Resets''' - Sets this area not to reset after the 30 day reset period.
*'''Disable Combat Boundary''' -  
*'''Disable Combat Boundary''' - Actors in combat with the player only follow the player through load doors that lead to the same encounter zone. With this box checked, actors in combat with the player will ignore this rule and follow the player into a different encounter zone.
*'''Location''' - The location this EncZone is assigned to (see the '''Location''' Section of this tutorial)
*'''Location''' - The location this EncZone is assigned to (see the '''Location''' Section of this tutorial)
*'''Analyze Loot''' - Once the area is assigned this EncZone, this can be used to check how much loot you could pull at any given level
*'''Analyze Loot''' - Once the area is assigned this EncZone, this can be used to check how much loot you could pull at any given level
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