Category talk:Tutorials

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Site error[edit source]

Sorry if I am @ the wrong place to report that issue. This link is returning an error and is not accessible: Error 502 Ray ID: 3296267fd4113f8f • 2017-01-30 16:02:49 UTC Bad gateway And this one as well:

TiriPon (talk)

Thanks for reporting this TiriPon, I've passed your report on to Bethesda so hopefully they'll be able to have someone take a look at it.
Cipscis (talk) 2017-01-30T20:06:05 (EST)
Thanks for your help Cipscis. It seems to me that there is something going on with Cloudflare. Cloudflare pretends the problem is with the host.
But almost all the site works and some pages won't show up.
I was able to work arround this by going to the "Edit" version of the problematic pages and clicking "Show preview"
which gives you the same page from a temporary alternate URL. TiriPon (talk) 2017-01-31T13:23:45 (EST)
As of today nothing as been fixed. I found more pages which won't open I will list them as I find more. I don't know if it is the same result from other place in the world. I get these errors trying to open them from Montreal. TiriPon (talk) 2017-02-06T15:55:22 (EST)

Custom Assets[edit source]

I would like to know about getting art from 3rd party apps into a custom quest. i.e. Custom meshes built in Maya and textures from Photoshop. -King Mango 15:46, 8 February 2012 (EST)

I also ( among many others ) am wondering about this.--Weallloveluna 21:05, 8 February 2012 (EST)

Add me to that list of folks wanting this information. -JohnnyWing 22:50, 9 February 2012 (EST)

It's possible to implement a new assest through the CK, but check the Nexus forums if you have any trouble importing the normals, and surface maps. I'm having trouble with this, as well, no direct file import for textures. --Quick before I take an arrow to the knee, give me the Glass Bowl of Zenithar. -Archangelus Mortimus 14:01, 14 February 2012 (EST)

Missing tutorials (have some things been taken for granted?)[edit source]

Kia Ora

I feel it would be nice and a great help to new modders if we had:

1/ A tutorial explaining the CK preferences so people know what changes what and the results

2/ The basics do not teach how to place (and have working) things like book case's that seem to need more that one item and have to be setup with what looks like a static and and activator

Great suggestions. Hopefully some of the more experienced modders will start adding various tutorials. I'll see about making one for changing existing perk trees (changing and adding new perks to them) this weekend. --Syneris 22:32, 9 February 2012 (EST)

Lokir's Tomb entrance trouble[edit source]

First off, I'm completely new at making mods, and not quite sure where to turn to for help with this. So, heres the problem; I've completed the Lokir's Tomb tutorial, but sometimes(not always) the NorDwelling02ExtBaseC and NorDwelling02ExtBaseB entrancepieces don't render, so all I see is a floating door(that works fine) and a couple of torches i put up. If I reload or travel to riverwood and walk back it sometimes fixes it, seems like about a 50/50% chance. Anyone know how to fix this? Any help is greatly appriciated!! Please forgive my spelling.

Just wrote this up in the solutions section. Short answer: toggle Full LOD on for the static pieces. Also, make sure you add in ~~~~ at the end of your post so we know who you are and when you posted :) Languard 15:23, 12 February 2012 (EST)

Ok, thank you! IRaDiCaL Oo 19:30, 12 February 2012 (EST)

Description of Architecture/Dungeon kits[edit source]

i.e. how to create a working interiors using pieces from various kits. I just spent a couple of hours trying to figure out large rooms of Solitude interior kit (SLgF*) and I thought it would be great if someone just wrote how to put those pieces together. Of course I'm a newbie, more expierenced modders probably don't have problems like that, but I guess there IS gonna be many newbies like me here. Actually I could even start a tutorial like this, describing how to correctly use pieces from this set to build a room. (I made it, it's on my user's page.) Ideally for each kit there would be a short description of every piece, a tutorial how to build with them, and a couple of advices that let you create more interesting rooms. Domius 16:24, 13 February 2012 (EST)

Editing the Tutorial Index[edit source]

A growing number of Community Tutorials have been written.

I attempted to edit the Tutorial Index in order to add a link to Community Tutorials in the Miscellaneous section; however, it seems that it is not possible to edit the Tutorial Index. Or am I going about this the wrong way? —The preceding unsigned comment was added by 23:55, 21 February 2012 (EST) (talkcontribs) IcyDeadPeople

Hey IcyDeadPeople :)
Category pages like this one list every page with the category in question. To add a category to a page, you need to insert something that looks liked this: [[Category:Tutorials]]
The Community Tutorials category already has the Tutorials category, so it appears under "subcategories". What is it exactly that you want to do?
P.S. Please sign comments on talk pages like this one with ~~~~ - this appends a signature and the date so we can tell who said what and when.
-- Cipscis 00:31, 22 February 2012 (EST)

Hi Cipscis, there is a Tutorial Index column which extends along the right side of the page. Under the sub-heading "Miscellaneous," I had hoped to add a Community Tutorials link to the list which currently includes "Customizing Weapons and Armor," "Solutions Center," "Glossary." It appears that the Tutorial Index section cannot be edited. IcyDeadPeople 00:41, 22 February 2012 (EST)

I was confused at the moment, since there are two similarly-named but entirely different tutorial index templates: Template:TutorialIndex and Template:Tutorial Index - you seem to be referring to the former.
You can go to either of these and just click the edit button. You can also edit templates another way: if you are editing a page that uses a template that you also want to edit, you can scroll to below the edit box, where you will find a list of all templates used by the page. There will be an "edit" link by each. But it's generally easier just to go to the template's page, and edit it.
Achtung.png Beware, though, for templates are persnickety beasts, with cumbersome and unfriendly syntax. Once you've edited and saved one, it's best to check the pages listed as "what links here" for the template, to make sure your changes didn't break anything.
Who, me, overuse the box templates? Never! --Catwheezle 17:42, 22 February 2012 (EST)
Great, thanks very much Catwheezle - added links for Community Tutorials and External Tutorials IcyDeadPeople 19:57, 22 February 2012 (EST)

Tutorial Request[edit source]

The one thing that I've never been able to figure out is how to create your own custom 3D models (preferably through Blender, since that's free) and get them into the game. If someone knows how to set this whole process up, I'd love to see a tutorial about it. And by the way, I have looked at supposed tutorial after supposed tutorial, and none of them are kept up-to-date. I'd also love to see tutorials demonstrating LOD.--Electrosheep 22:51, 27 February 2012 (EST)

@Electrosheep, you might want to review some of somuchmonster's tutorials, also InsanitySorrow has a tutorial up on the TESalliance site IcyDeadPeople 02:42, 29 February 2012 (EST)

I would like to see Tutorials for the following:

-Quests that change peoples disposition, so you can take items from their homes -actors that start dead under conditions (i.e. a dead stormcloak or imperial depending on who you choose to go with in the beginning)

Quest Tutorials description inaccurate (no intermediate example files actually provided)[edit source]

"As with the level design series, these tutorials take you through a complete quest project, but example files are provided at each step." No, they aren't. Or at least I haven't been able to find them; they are definitely not in the same place as the ones for the level design series. I was trying to jump around and learn how to use the radiant system really quickly without going through the whole tutorial process, since I already have sufficient quest modding and programming experience. But I guess I can't. Yanamal (talk) 01:48, 12 August 2012 (EDT)

Specific Tutorial Request[edit source]

Hello all.

I've tried looking all over the internet and have come up with nothing on my little adventure for knowledge. So I was hoping someone here on the Creation Kit website could help. I'm currently working on a greatsword that can shoot a fireball or cast Fire Storm when i power attack, similar to the famous Bloodskal Blade. Yet i can't for the life of me figure out how I'm supposed to make it happen. I know it has something to do with scripting and it's safe to say that I am a novice when it comes to that. If someone could provide a tutorial on the process of making said weapon I would be most appreciative.

Thank you for your time.

Move the Fallout 4 Fetch Quest tutorial to the Fallout 4 section[edit source]

Fallout 4 has it's own page on this site for everything to do with it, why is the Fallout Fetch Quest tutorial here? Wouldn't it be better suited on the Fallout page where people would expect to see it? That way people don't end up digging through hundreds of pages to find a Fallout quest tutorial. Leotheleopard (talk) 2019-03-28T01:16:43 (EDT)

I agree with you Leotheleopard. These pages should be moved to the Fallout 4 site. The Fallout 4 site is a standalone site under the same domain as the Skyrim, The Fallout 4 site has its own wiki installation and not as many templates ready to use like on the Skyrim site here. So nothing breaks, the pages will need to be carefully migrated over along with any of the supporting wiki template that may be in use. Finally, redirects or external links will need to be setup so peoples bookmarks and stuff wont break. Im not sure if a redirect will work across the Skyrim & Fallout 4 wikis. TLDR: I agree but it should be done with care. Scrivener07 (talk) 2019-04-02T00:08:13 (EDT)

I got 99 problems, and TEXTURES are 98 of em...[edit source]

For the past 4+ months, I'd been relentlessly attempting to port a mod to XB1 (with full permission of the creator of course) but failing/greying/balding/failing again to do so. I'd asked just about EVERY experienced author under the sun for assistance, and yet all help yielded zero answers...until that ONE. Summarized: FINALLY one author told me of this exact issue (which also took their team weeks to figure out) that was fixed by adjusting the texture files' sizes... My question is: what exactly are the correct file sizes in order for the CK to recognize and successfully plugin textures?

I believe the game prefers the textures to be sized to a power of two, for example 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096. A bad example would be something like 384x768. Thanks for the tip Dogtoothcg & Cancerous1. Scrivener07 (talk) 2019-05-02T23:08:34 (EDT)