Difference between revisions of "Bethesda Tutorial Layout Part 1"

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==Finding Kit Pieces in the Object Window==
==Finding Kit Pieces in the Object Window==


To make the standard kits available, first click on the load button on the toolbar at the top of the creation kit window, double-click the checkbox in front of "Skyrim.esm" to make sure it is selected, and click OK. Answer "yes" to any errors that pop up during this process.
To make the standard kits available, first click on the load button [[File:Jbrowne IconLoad.jpeg]] on the toolbar at the top of the creation kit window, double-click the checkbox in front of "Skyrim.esm" to make sure it is selected, and click OK. Answer "yes to all" for any errors that pop up during this process.


To view categories of kits in the object window, expand the ‘World Objects’ category on the left side of the Object Window. From there, expand the '''"STATIC > Dungeons"''' categories. Several kit types are available. For the purposes of this tutorial we will be using the '''"Nordic"''' category. You can browse through this category to see the different sub kits and pieces that are available for use in this kit.  For now, choose the '''"SmRooms"''' sub-kit.
To view categories of kits in the object window, expand the ‘World Objects’ category on the left side of the Object Window. From there, expand the '''"STATIC > Dungeons"''' categories. Several kit types are available. For the purposes of this tutorial we will be using the '''"Nordic"''' category. You can browse through this category to see the different sub kits and pieces that are available for use in this kit.  For now, choose the '''"SmRooms"''' sub-kit.


You can use the '''[[Preview Window]]''' to preview objects. Right clicking an object in the object window and select "preview". A window will pop up showing the object. You can use the same camera controls here as in the [[Render Window]], and automatically updates to show whatever object you select in the [[Object Window]]. This can make the [[Preview Window]] handy to keep up for browsing the art.
You can use the '''[[Preview Window]]''' to preview objects by right clicking an object in the object window and selecting "preview". A window will pop up showing the object. This window automatically updates to show whatever object you select in the [[Object Window]], so it can be handy to keep up for browsing the art. Unfortunately, the camera controls for the Preview Window are a markedly different and simplified subset of those in the [[Render Window]], and these differences can take some getting used to.
 
{{ProTip|Kits are very robust, and the large number of pieces at your disposal can be overwhelming at first. Stick with it! Just knowing your way around the kit is a huge part of being able to effectively work with it, and this will take some time and experimentation on your part.  Give yourself a generous amount of time for this before moving on. Try not to get frustrated at slow progress right now!}}
{{ProTip|Kits are very robust, and the large number of pieces at your disposal can be overwhelming at first. Stick with it! Just knowing your way around the kit is a huge part of being able to effectively work with it, and this will take some time and experimentation on your part.  Give yourself a generous amount of time for this before moving on. Try not to get frustrated at slow progress right now!}}


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==Step 1: Creating A Cell==
==Step 1: Creating A Cell==
Before we can do anything else, we need to create a space to work in.  This is most commonly done by duplicating an existing cell.  The cell you choose will bring over some data you may need to modify, but we'll deal with that later.  For now, locate and right-click on the interior cell '''aaaMarkers''' and choose '''Duplicate Cell'''.  You should see a new cell appear in the Cell List just below it.  Rename this new cell by selecting it and pressing F2. We'll call this dungeon '''LokirsTomb'''.
Before we can do anything else, we need to create a space to work in.  This is most commonly done by duplicating an existing cell.  The cell you choose will bring over some data you may need to modify, but we'll deal with that later.  For now, go to the '''Cell View''' window, locate and right-click on the interior cell '''aaaMarkers''' and choose '''Duplicate Cell'''.  You should see a new cell appear in the Cell List just below it.  Rename this new cell by selecting it and pressing F2. We'll call this dungeon '''LokirsTomb'''.


Now that you have your own interior cell to work with, be sure to select the LokirsTomb cell (and ''not'' aaaMarkers) and delete the LokirsTomb objects listed in the object window (right side of the Cell View pane), as we'll want to start fresh. Don't worry about deleting the navmesh for now. We'll get to that later.
Now that you have your own interior cell to work with, be sure to select the LokirsTomb cell (and ''not'' aaaMarkers) and delete the LokirsTomb objects listed in the object window (right side of the Cell View pane), as we'll want to start fresh. Don't worry about deleting the navmesh for now. We'll get to that later.
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==Step 2: Placing Your First Piece==
==Step 2: Placing Your First Piece==
Let's get started by placing our first piece. Take a look at your [[Object_Window|Object Window]] and expand: "'''World Objects > STATIC> Dungeons > Nordic'''"  You'll notice several sub-kits here, but for now we're just concerned with the Small Room, or "''SmRooms''" sub-kit.  Expand that sub-kit now, and the list on the right-hand side of your Object Window will populate with a number of pieces beginning with "NorRmSm".
Let's get started by placing our first piece. Take a look at your [[Object_Window|Object Window]] and expand: "'''World Objects > STATIC > Dungeons > Nordic'''"  You'll notice several sub-kits here, but for now we're just concerned with the Small Room, or "''SmRooms''" sub-kit.  Expand that sub-kit now, and the list on the right-hand side of your Object Window will populate with a number of pieces beginning with "NorRmSm".


Now that we have the sub-kit loaded and ready to go, select "'''NorRmSmWallSide01'''" and place it into your cell by dragging and releasing it over the Render Window.  You may or may not see the object appear.  In either case, right-click on the newly-created reference ID in your Cell View Window.  Choose "'''Edit'''".  As seen in [[:File:SettingToOrigin01.jpg|Fig 2]], change the XYZ Position coordinates to 0,0,0, and click OK.
Now that we have the sub-kit loaded and ready to go, select "'''NorRmSmWallSide01'''" and place it into your cell by dragging and releasing it over the Render Window.  You may or may not see the object appear.  In either case, right-click on the newly-created reference ID in your Cell View Window.  Choose "'''Edit'''".  As seen in [[:File:SettingToOrigin01.jpg|Fig 2]], change the XYZ Position coordinates to 0,0,0, and click OK.
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You don't always need to be aware of the grid.  When placing an enemy, rotating a treasure chest, or adjusting the position of a light, for example, precision isn't important.  The Grid is critical when working with kits, however.  Kit pieces are designed to "snap" to each other precisely, and the Grid is the only way to get this precision.  "Eyeballing" kit pieces will always leave gaps and seams.
You don't always need to be aware of the grid.  When placing an enemy, rotating a treasure chest, or adjusting the position of a light, for example, precision isn't important.  The Grid is critical when working with kits, however.  Kit pieces are designed to "snap" to each other precisely, and the Grid is the only way to get this precision.  "Eyeballing" kit pieces will always leave gaps and seams.


Everything in the Creation Kit is measured in '''"Units"'''. These units don't correspond to any real-world units of measurement, but [[:File:UnitScaleRef.jpg| Fig. 3]]
Everything in the Creation Kit is measured in '''[[Unit|"Units"]]'''. These units don't correspond to any real-world units of measurement, but [[:File:UnitScaleRef.jpg| Fig. 3]]
should give you an idea of how they scale against our kit and some characters.
should give you an idea of how they scale against our kit and some characters.


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Select your ''NorRmSmWallSide01'' piece we placed before.  Use '''"ctrl+D"''' to create a duplicate piece.  This will place a new ''NorRmSmWallSide01'' reference directly on top of the pre-existing one.  Note that the duplicated object is automatically selected for you.
Select your ''NorRmSmWallSide01'' piece we placed before.  Use '''"ctrl+D"''' to create a duplicate piece.  This will place a new ''NorRmSmWallSide01'' reference directly on top of the pre-existing one.  Note that the duplicated object is automatically selected for you.
{{WarningBox|Remember that you have to "click in" to the render window before performing operations like duplicate. Also, if objects inside the render window are not being selected, type CTRL+P or click the [[File:Jbrowne_IconPortalMode.jpeg]] '''Enter Portal Mode''' button in the [[Main_Toolbar|main toolbar]].}}
{{WarningBox|Remember that you have to "click in" to the render window before performing operations like duplicate. Also, if objects inside the render window are not being selected, type CTRL+P or click the [[File:Jbrowne_IconPortalMode.jpeg]] '''Enter Portal Mode''' button in the [[Main_Toolbar|main toolbar]].}}
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.
Click and drag on the object inside the Render Window to move the newly-created wall piece.  With grid-snapping turned on, it will lock into place relatively easily.


Two walls is hardly a room; we need corners! Return you attention to the [[Object Window]] and search for "'''NorRmSmCorIn01'''", then drag it into the render window.  [[Creation_Kit_Interface_Cheat_Sheet|Rotate the piece]] into the correct orientation to line up with one of your walls and drag it into place.  [[:File:FittingPieces01.jpg|See Fig. 5.]] Remember to have your angle-snapping turned on and locked at 45 degrees.  
Two walls is hardly a room; we need corners! Return your attention to the [[Object Window]] and search for "'''NorRmSmCorIn01'''", then drag it into the render window.  [[Creation_Kit_Interface_Cheat_Sheet|Rotate the piece]] into the correct orientation to line up with one of your walls and drag it into place.  [[:File:FittingPieces01.jpg|See Fig. 5.]] Remember to have your angle-snapping turned on and locked at 45 degrees.  


{{NewFeature|When dragging new references to the Render Window, they will be placed with their pivot point wherever your cursor is when you release the left mouse button. This makes it easy to quickly create new pieces at the correct floor height.  If you release over the void, the object will be placed at the camera.}}
{{NewFeature|When dragging new references to the Render Window, they will be placed with their pivot point wherever your cursor is when you release the left mouse button. This makes it easy to quickly create new pieces at the correct floor height.  If you release over the void, the object will be placed at the camera.}}
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In the [[Object Window]], find "'''NorRmSmWallFront01'''" and drag it into the Render Window. If needed, Rotate the piece to line it up with one of the corner pieces. Complete the outer walls with two additional "''NorRmSmWallFront01''" pieces. You can then finish the room's walls using corners and the same amount of "''NorRmSmWallFront01''" and "''NorRmSmWallSide01''" pieces on each side.
In the [[Object Window]], find "'''NorRmSmWallFront01'''" and drag it into the Render Window. If needed, Rotate the piece to line it up with one of the corner pieces. Complete the outer walls with two additional "''NorRmSmWallFront01''" pieces. You can then finish the room's walls using corners and the same amount of "''NorRmSmWallFront01''" and "''NorRmSmWallSide01''" pieces on each side.


The room is nearly complete - except for the gaping hole in the center. Place a '''NorRmSmMid01''' piece, which can be snapped into the gap. Duplicate the mid piece and keep snapping until the hole is filled. There's something you have to check at this point: this piece also has specific flow, so rotation is important, even though it may not appear to be at first glance.
The room is nearly complete - except for the gaping hole in the center.[[:File:LevelShell01.jpg|See Fig. 6.]] Place a '''NorRmSmMid01''' piece, which can be snapped into the gap. Duplicate the mid piece and keep snapping until the hole is filled. There's something you have to check at this point: this piece also has specific flow, so rotation is important, even though it may not appear to be at first glance.


To check the ceiling flow, [[Creation_Kit_Interface_Cheat_Sheet|rotate the camera]] so you're looking at the ceiling. Notice the linear pattern in the pieces. Rotate the mid pieces individually where necessary to connect the pattern to the walls. See Figure 7 for the correct configuration.
To check the ceiling flow, [[Creation_Kit_Interface_Cheat_Sheet|rotate the camera]] so you're looking at the ceiling. Notice the linear pattern in the pieces. Rotate the mid pieces individually where necessary to connect the pattern to the walls. [[:File:WrongRotation01.jpg|See Fig. 7]] for the correct configuration.


{{WarningBox|Rotating the camera to look up can be disorienting, especially if you are new to the Creation Kit or working in 3D.  Be patient and use Shift+F to re-focus the camera and start over if you end up looking into the void.}}
{{WarningBox|Rotating the camera to look up can be disorienting, especially if you are new to the Creation Kit or working in 3D.  Be patient and use Shift+F to re-focus the camera and start over if you end up looking into the void.}}
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{{ProTip|When testing, it's helpful to use the '''[[COCMarkerHeading]]'''.  These markers are only used for testing - when using the COC [[Console_Commands|console command]], this is where you will appear.  Only one of these markers should be placed per cell. If a cell has a pre-existing coc Marker, simply move it before saving the plugin. Like all markers, if it's hidden, press '''"M"''' to show it. If you are having trouble finding it in the Object Window, simply type "COC" into the filter box and select the '''*ALL''' category.
{{ProTip|When testing, it's helpful to use the '''[[COCMarkerHeading]]'''.  These markers are only used for testing - when using the COC [[Console_Commands|console command]], this is where you will appear.  Only one of these markers should be placed per cell. If a cell has a pre-existing coc Marker, simply move it before saving the plugin. Like all markers, if it's hidden, press '''"M"''' to show it. If you are having trouble finding it in the Object Window, simply type "COC" into the filter box and select the '''*ALL''' category.
|style="border-style: solid; border-width: 0"|[[image:cocMarkerIcon.png|30px]]}}
|style="border-style: solid; border-width: 0"|[[image:cocMarkerIcon.png|30px]]}}
----
==Problem==
{{WarningBox|
'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.
}}


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|Next=Bethesda_Tutorial_Layout_Part_2
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