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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