Difference between revisions of "Category:Getting Started"

2 bytes removed ,  07:17, 20 June 2012
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imported>Arthmoor
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=Understanding the Creation Engine Data Format=
=Understanding the Creation Engine Data Format=
The Creation Engine uses the same data format as previous Bethesda Game Studios titles. '''Master Files''', which use the ".esm" extension, are large collections of data.  Skyrim.esm is the master file which contains all the data used by the base game.
The Creation Engine uses the same data format as previous Bethesda Game Studios titles. '''Master Files''', which use the ".esm" extension, are large collections of data.  Skyrim.esm is the master file which contains all the data used by the base game.


'''Plugins''', or ".esp" files, are smaller collections of data which can be loaded "on top" of master files.  These plugins may modify or reference data contained within a master file, or they may introduce entirely new data. Multiple plugins may be loaded by the game or editor.  When working in the Creation Kit, only one plugin may be considered the '''"active file"''', meaning any changes will be saved to that plugin when the user saves.
'''Plugins''', or ".esp" files, are smaller collections of data which can be loaded "on top" of master files.  These plugins may modify or reference data contained within a master file, or they may introduce entirely new data. Multiple plugins may be loaded by the game or editor.  When working in the Creation Kit, only one plugin may be considered the '''"active file"''', meaning any changes will be saved to that plugin when the user saves.
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=Creating Your First Plugin=
=Creating Your First Plugin=
When the editor starts up for the first time, there will be no data loaded. You'll probably want to use the Skyrim.esm and Update.esm files as your plugin's master files, so you should load them first. (The plugin that you're creating will '''not''' overwrite the master files.) To get started, navigate to '''Files>Data''' from the main toolbar. You should see a dialog box similar to Fig. 1, shown below. Double-click the Skyrim.esm master file for loading, then double click the Update.esm master file. They should each have an "X" in the box on the left. Then click '''OK'''. Skyrim.esm will take some time to load. Be patient, as this process can take a minute or two, depending on your hardware.
When the editor starts up for the first time, there will be no data loaded. You'll probably want to use the Skyrim.esm and Update.esm files as your plugin's master files, so you should load them first. (The plugin that you're creating will '''not''' overwrite the master files.) To get started, navigate to '''File>Data''' from the [[Main Toolbar]]. You should see a dialog box similar to Fig. 1, shown below. Double-click the Skyrim.esm master file for loading, then double click the Update.esm master file. They should each have an "X" in the box on the left. Then click '''OK'''. Skyrim.esm will take some time to load. Be patient, as this process can take a minute or two, depending on your hardware.


Note that some warnings will appear when loading Skyrim.esm. These are normal and can be ignored. Just select '''Yes to All''' or press Escape to dismiss them.
Note that some warnings will appear when loading Skyrim.esm. These are normal and can be ignored. Just select '''Yes to All''' or press Escape to dismiss them.


Once loading is complete, the very first thing to do is create a "plugin", which is the mod file where your work will be saved. To do this, simply navigate to '''"File>Save"''' from the [[Main Toolbar]].  Since you have no active plugin (.esp) file specified, the Creation Kit will prompt you to create a new one. For this series of tutorials, save a file called ''testquest.esp.''
Once loading is complete, the very first thing to do is create a "plugin", which is the mod file where your work will be saved. To do this, simply navigate to '''"File>Save"''' from the main toolbar.  Since you have no active plugin (.esp) file specified, the Creation Kit will prompt you to create a new one. For this series of tutorials, save a file called ''testquest.esp.''


{{WarningBox|If you are '''not''' prompted to create a new plugin when saving, you probably already have an active file set, which will be overwritten if you leave it open. Reopen '''File>Data''' to ensure you have no active file selected when loading Skyrim.esm. The Creation Kit has no "save as" feature, and all saves will re-write the active plugin.}}
{{WarningBox|If you are '''not''' prompted to create a new plugin when saving, you probably already have an active file set, which will be overwritten if you leave it open. Reopen '''File>Data''' to ensure you have no active file selected when loading Skyrim.esm. The Creation Kit has no "save as" feature, and all saves will re-write the active plugin.}}
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Even though your plugin is currently empty, let's go over how to load it up in-game.
Even though your plugin is currently empty, let's go over how to load it up in-game.


First, you'll need to tell Skyrim to load your plugin when the game starts.  There are two ways to do this.
First, you'll need to tell Skyrim to load your plugin when the game starts.  There are two ways to do this:
# From the main game launcher, select "Data" and double-click your plugin.
# From the main game launcher, select "Data" and double-click your plugin.
# Advanced users may prefer to open the [[Configuration Files|SkyrimCustom.ini]] file and manually specify the plugin(s) to load.
# Advanced users may prefer to open the [[Configuration Files|SkyrimCustom.ini]] file and manually specify the plugin(s) to load.
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Run the game as usual. Once skyrim has started up, use '''"~"''' to open the [[:Category:Console_Commands|console]].  (You can close it again with the ~ key, too)  This allows us access to many special debugging commands which are important for testing our plugins.  The console is available from the main menu and at any point while running the game except during loading screens.
Run the game as usual. Once skyrim has started up, use '''"~"''' to open the [[:Category:Console_Commands|console]].  (You can close it again with the ~ key, too)  This allows us access to many special debugging commands which are important for testing our plugins.  The console is available from the main menu and at any point while running the game except during loading screens.


We don't have anything in our plugin yet, but we can still use a few [[Console Commands]].  Try entering the following lines, hitting '''Enter''' after each line.
We don't have anything in our plugin yet, but we can still use a few [[Console Commands]].  Try entering the following lines, hitting '''Enter''' after each line:
<pre>
<pre>
TGM
TGM
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