Difference between revisions of "Bethesda Tutorial Creating an Actor"
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Bethesda Tutorial Creating an Actor (edit)
Revision as of 15:14, 10 February 2012
, 15:14, 10 February 2012Fixed confusing ." errors to ".
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In the [[Bethesda_Tutorial_Creation_Kit_Interface#Object_Window|Object Window]], navigate to Actors -> Actor in the category list. Right-click anywhere in list of actors and select "New. | In the [[Bethesda_Tutorial_Creation_Kit_Interface#Object_Window|Object Window]], navigate to Actors -> Actor in the category list. Right-click anywhere in list of actors and select "New". | ||
=Creating Bendu Olo= | =Creating Bendu Olo= | ||
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* '''ID:''' Just like with the quest ID, this needs to be unique across the game. Give him the ID GSQBenduOlo. (Note that IDs can't have spaces or special characters in them.) | * '''ID:''' Just like with the quest ID, this needs to be unique across the game. Give him the ID GSQBenduOlo. (Note that IDs can't have spaces or special characters in them.) | ||
* '''Name:''' The name that will be visible to the player. "Bendu Olo" in our case. | * '''Name:''' The name that will be visible to the player. "Bendu Olo" in our case. | ||
* '''Short Name:''' How somebody familiar with this character might refer to them. This gets used by the radiant story system, which we'll come back to later. For now, just call him "Bendu. | * '''Short Name:''' How somebody familiar with this character might refer to them. This gets used by the radiant story system, which we'll come back to later. For now, just call him "Bendu". | ||
* '''Unique:''' This is the only checkbox you need to worry about for now. It lets the engine know that there should only be one of this actor in the world (as opposed to a new type of animal we were making, for instance). Make sure this is checked. | * '''Unique:''' This is the only checkbox you need to worry about for now. It lets the engine know that there should only be one of this actor in the world (as opposed to a new type of animal we were making, for instance). Make sure this is checked. | ||
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|style="border-style: solid; border-width: 0"|[[Image:InDepth.jpg|48px]] | |style="border-style: solid; border-width: 0"|[[Image:InDepth.jpg|48px]] | ||
|style="border-style: solid; border-width: 0"|In most cases, characters are not prefixed with an identifier because they are often used by multiple quests. Since Bendu might have a bright future ahead of him, we might consider just calling him "BenduOlo. | |style="border-style: solid; border-width: 0"|In most cases, characters are not prefixed with an identifier because they are often used by multiple quests. Since Bendu might have a bright future ahead of him, we might consider just calling him "BenduOlo". | ||
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=Placing the Actor= | =Placing the Actor= | ||
What we've done here is create the base object for the actor; to actually place him in the game, we'll need to create a reference for him. (If you're unfamiliar with the difference between a base object and a reference, see the callout box on [[Bethesda_Tutorial_Creation_Kit_Interface|this page]] labeled "Base Object vs Reference. | What we've done here is create the base object for the actor; to actually place him in the game, we'll need to create a reference for him. (If you're unfamiliar with the difference between a base object and a reference, see the callout box on [[Bethesda_Tutorial_Creation_Kit_Interface|this page]] labeled "Base Object vs Reference".) | ||
We're going to place Bendu into an existing space. In Mixwater Mill, there's a house that used to have workers there, but has since been abandoned. Let's make it Bendu's home. | We're going to place Bendu into an existing space. In Mixwater Mill, there's a house that used to have workers there, but has since been abandoned. Let's make it Bendu's home. | ||
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=Making an Enemy= | =Making an Enemy= | ||
Now we're going to make the thief who stole Bendu's amulet. Create a new actor like you did before, and give it the ID "GSQThief" and the name "Dirty Thief. | Now we're going to make the thief who stole Bendu's amulet. Create a new actor like you did before, and give it the ID "GSQThief" and the name "Dirty Thief". | ||
Now things get a little more interesting, though. Instead of specifying the rest of the thieve's data, we're going to use a template. In the bottom left of the Actor window, you can see a "Template Data" section. | Now things get a little more interesting, though. Instead of specifying the rest of the thieve's data, we're going to use a template. In the bottom left of the Actor window, you can see a "Template Data" section. | ||
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Using a template lets us base this actor off another one. It's great for any kind of actor you plan to be a combatant, because you can easily use existing leveled lists and stats, just changing the bits that you want. | Using a template lets us base this actor off another one. It's great for any kind of actor you plan to be a combatant, because you can easily use existing leveled lists and stats, just changing the bits that you want. | ||
So from the ActorBase pulldown list, choose "LvlBanditMelee1H. | So from the ActorBase pulldown list, choose "LvlBanditMelee1H". That name is kind of a mouthful, but is easily broken down: | ||
* '''Lvl:''' This actor uses a leveled list, so as the player becomes more powerful, this actor will increase in difficulty accordingly. (Leveled lists are too complicated to get into here; if you're interested, their [[:Category:Leveled_Lists|details are documented]].) | * '''Lvl:''' This actor uses a leveled list, so as the player becomes more powerful, this actor will increase in difficulty accordingly. (Leveled lists are too complicated to get into here; if you're interested, their [[:Category:Leveled_Lists|details are documented]].) | ||
* '''Bandit:''' This actor's appearance and gear fit the archetype we generally think of for bandit characters in the world, and will show up as "Bandit" in the player's combat interface. | * '''Bandit:''' This actor's appearance and gear fit the archetype we generally think of for bandit characters in the world, and will show up as "Bandit" in the player's combat interface. | ||
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Having chosen a template, we need to select which aspects of that template we want to use, by checking the appropriate boxes in the template area. Check every box except for "Use Script" and "Use Base Data. | Having chosen a template, we need to select which aspects of that template we want to use, by checking the appropriate boxes in the template area. Check every box except for "Use Script" and "Use Base Data". | ||
[[Image:TemplatedActorFilled.png|300px]] | [[Image:TemplatedActorFilled.png|300px]] | ||
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|style="border-style: solid; border-width: 0"|[[Image:InDepth.jpg|48px]] | |style="border-style: solid; border-width: 0"|[[Image:InDepth.jpg|48px]] | ||
|style="border-style: solid; border-width: 0"|You'll notice that the reference appears in the editor as a green ''M''. Because this actor is templated, the editor doesn't know what it looks like, so it draws a capital ''M'' for historical reasons since lost to the vortex of time (theories range from "ninja monkey" to "monster" to "marker"). It's green because the default difficulty for leveled actors is "Easy. | |style="border-style: solid; border-width: 0"|You'll notice that the reference appears in the editor as a green ''M''. Because this actor is templated, the editor doesn't know what it looks like, so it draws a capital ''M'' for historical reasons since lost to the vortex of time (theories range from "ninja monkey" to "monster" to "marker"). It's green because the default difficulty for leveled actors is "Easy". | ||
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