Difference between revisions of "Bethesda Tutorial Creating an Actor"

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More svelte template usage: no "Template:" needed.
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imported>Catwheezle
m (More svelte template usage: no "Template:" needed.)
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In Skyrim, all moving creatures are set up as a special kind of object called an Actor. All animals and humanoids use this object, and it's where appearance, behaviors, and everything else about a character is defined.  
In Skyrim, all moving creatures are set up as a special kind of object called an Actor. All animals and humanoids use this object, and it's where appearance, behaviors, and everything else about a character is defined.  


{{Template:NewFeature|If you're familiar with Fallout 3 and earlier engines, Creatures and NPCs have been combined into Actors, which gives you a lot more flexibility in creating their behaviors.}}
{{NewFeature|If you're familiar with Fallout 3 and earlier engines, Creatures and NPCs have been combined into Actors, which gives you a lot more flexibility in creating their behaviors.}}


In the [[Bethesda_Tutorial_Creation_Kit_Interface#Object_Window|Object Window]], navigate to Actors -> Actor in the category list. Right-click anywhere in the 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 the list of actors and select "New".
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[[Image:StartedActor.png|600px]]
[[Image:StartedActor.png|600px]]


{{Template:InDepth|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".}}
{{InDepth|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".}}


Finally, hop over to the [[Inventory_Tab|Inventory tab]]. Here we'll give him some clothes so he's not just running around in his underwear.  
Finally, hop over to the [[Inventory_Tab|Inventory tab]]. Here we'll give him some clothes so he's not just running around in his underwear.  
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Within that, there's a lot of variation and randomness. You might get a female Khajiit one time, a male Nord another. Using leveled templates let us provide suitable challenges to the player regardless of their progress, as well as a bit of variety.  
Within that, there's a lot of variation and randomness. You might get a female Khajiit one time, a male Nord another. Using leveled templates let us provide suitable challenges to the player regardless of their progress, as well as a bit of variety.  


{{Template:WarningBox|Note that most leveled templates can resolve to a multitude of voice types, so you need to be careful when writing dialogue for templated actors. In our case, this actor is just a quest obstacle, so we don't care.}}
{{WarningBox|Note that most leveled templates can resolve to a multitude of voice types, so you need to be careful when writing dialogue for templated actors. In our case, this actor is just a quest obstacle, so we don't care.}}


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".
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[[Image:TemplatedActorPlaced.png|500px]]
[[Image:TemplatedActorPlaced.png|500px]]


{{Template:InDepth|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".}}
{{InDepth|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".}}


If you want to visit the new baddie you've created, start up the game with your plugin and:
If you want to visit the new baddie you've created, start up the game with your plugin and:
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[[Image:DirtyThiefInGame.png|500px]]
[[Image:DirtyThiefInGame.png|500px]]


{{Template:Tutorial_Bottom_Bar
{{Tutorial_Bottom_Bar
|Prev=Bethesda_Tutorial_Planning_the_Quest
|Prev=Bethesda_Tutorial_Planning_the_Quest
|Next=Bethesda_Tutorial_Dialogue
|Next=Bethesda_Tutorial_Dialogue
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