Difference between revisions of "Bethesda Tutorial Creation Kit Interface"
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Bethesda Tutorial Creation Kit Interface (edit)
Revision as of 03:17, 20 February 2012
, 03:17, 20 February 2012More svelte template usage: no "Template:" needed.
imported>Catwheezle (→Object Window: They mean "All" as in "Everything", not "AI" as in "Artificial intelligence". The UI entry is actually "*All", at the bottom of the list. Clarified slightly.) |
imported>Catwheezle m (More svelte template usage: no "Template:" needed.) |
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==[[Render Window]]== | ==[[Render Window]]== | ||
The Render Window is the main way we'll be interfacing with the game for this tutorial. Right now it is an empty pane, but once we load a cell, this is where the 3D visuals of the space will appear and can be worked with. | The Render Window is the main way we'll be interfacing with the game for this tutorial. Right now it is an empty pane, but once we load a cell, this is where the 3D visuals of the space will appear and can be worked with. | ||
{{ | {{InDepth|"Cells" are physical areas of the game that the Creation Kit can load. They can be interior cells separated by load doors, which we'll be working with in this tutorial, or exterior cells, which stream in seamlessly during gameplay.}} | ||
==[[Cell View]]== | ==[[Cell View]]== | ||
The cell view has five major components to be aware of. | The cell view has five major components to be aware of. | ||
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*'''Category List''' Below the filter are the many categories of base objects. Advanced users may wish to select the "*All" category at the bottom of the list, to show everything, and then use the name filter to more quickly access items, but for this tutorial we'll manually specify the locations of objects needed. | *'''Category List''' Below the filter are the many categories of base objects. Advanced users may wish to select the "*All" category at the bottom of the list, to show everything, and then use the name filter to more quickly access items, but for this tutorial we'll manually specify the locations of objects needed. | ||
*'''Based Object List''' On the right of the window are the various base objects you can browse, edit and (usually) place in the Render Window. | *'''Based Object List''' On the right of the window are the various base objects you can browse, edit and (usually) place in the Render Window. | ||
{{ | {{NewFeature|The Creation Kit now features the option to open multiple Object Windows, which can be handy for advanced users. Simply right-click on the Object Window and "Create New Object Window"}} | ||
<br> | <br> | ||
{{ | {{InDepth|'''Base Object vs Reference''' It's important for users to understand the difference between a base object and a reference. Whenever you place an object in the world, you are creating an instance - or reference - to that base object. For example, if we drag a "TrollFrost" into the world and modify that reference, or "ref", our changes will only affect this specific Troll. If we make changes directly to the TrollFrost base object, however, all Trolls will be affected, including those already created. For this reason, modders will usually want to avoid modifying pre-existing base objects that other mods may rely upon.}} | ||
=Navigating the Render Window= | =Navigating the Render Window= | ||
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Or, if you're more interested in quests and characters, you can start with the [[Bethesda Tutorial Planning the Quest|quest design fundamentals]] tutorial series. | Or, if you're more interested in quests and characters, you can start with the [[Bethesda Tutorial Planning the Quest|quest design fundamentals]] tutorial series. | ||
{{ | {{Tutorial_Bottom_Bar | ||
|Prev=:Category:Getting_Started | |Prev=:Category:Getting_Started | ||
|Next=Bethesda_Tutorial_Layout_Part_1 | |Next=Bethesda_Tutorial_Layout_Part_1 | ||
}} | }} |