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 [[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 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.
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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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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.
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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{{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]]}}
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==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
|Next=Bethesda_Tutorial_Layout_Part_2
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