Difference between revisions of "Bethesda Tutorial World Hookup"

Jump to navigation Jump to search
696 bytes removed ,  03:53, 17 February 2012
m
Applying the three new templates: InDepth, ProTip and WarningBox.
imported>Nemesis
(bugnote for disappearing objects ig)
imported>Catwheezle
m (Applying the three new templates: InDepth, ProTip and WarningBox.)
Line 23: Line 23:
<br>
<br>
<br>
<br>
::{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
{{Template:ProTip|You "may" need to press '''F5''' to load the render window if it looks like everything didn't load in correctly.  This can sometimes happen in both Interior and Exterior cells.  You will also need to press '''F5''' to load cells in the exterior if you want to explore around in the editor.}}
|-
|style="border-style: solid; border-width: 0"|[[Image:Protip.jpg|48px]]
|style="border-dash: solid; border-width: 0"|You "may" need to press '''F5''' to load the render window if it looks like everything didn't load in correctly.  This can sometimes happen in both Interior and Exterior cells.  You will also need to press '''F5''' to load cells in the exterior if you want to explore around in the editor.
|}
<br>
<br>
Your '''Render Window''' will then load the cell at those coordinates, which is just across the river from Whiterun.  Once it's done loading you will notice that a cell named '''Wilderness''' is now highlighted with a dull grey color in the '''Cell View''' window's cell list, most likely just below the '''SnowFX''' cell.  Verify this is the correct cell by checking that it's coordinates are indeed '''3, -11'''.  You may need to scroll the list to the right some just to be sure.  If it is, then select the cell in the list, hit '''F2''' to rename the cell and change it's name to "'''LokirsTombExterior'''" since this is where we will put our dungeon entrance.
Your '''Render Window''' will then load the cell at those coordinates, which is just across the river from Whiterun.  Once it's done loading you will notice that a cell named '''Wilderness''' is now highlighted with a dull grey color in the '''Cell View''' window's cell list, most likely just below the '''SnowFX''' cell.  Verify this is the correct cell by checking that it's coordinates are indeed '''3, -11'''.  You may need to scroll the list to the right some just to be sure.  If it is, then select the cell in the list, hit '''F2''' to rename the cell and change it's name to "'''LokirsTombExterior'''" since this is where we will put our dungeon entrance.
Line 39: Line 35:
|style="border-dash: solid; border-width: 0"|As of Creation Kit version 1.4.23.0 there is a bug where larger Objects might sometimes not appear in game. A temproarly solution are opening the objects reference window and enable '''Is Full LOD''', although this is not recommend to do, as it may affect performance.
|style="border-dash: solid; border-width: 0"|As of Creation Kit version 1.4.23.0 there is a bug where larger Objects might sometimes not appear in game. A temproarly solution are opening the objects reference window and enable '''Is Full LOD''', although this is not recommend to do, as it may affect performance.
|}
|}
::{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
{{Template:ProTip|If the textures on some objects are flickering, especially the ones on the "'''NorDwelling...'''" pieces you should be able to fix it by setting "'''View > Depth Biasing'''" on.}}
|-
|style="border-style: solid; border-width: 0"|[[Image:Protip.jpg|48px]]
|style="border-dash: solid; border-width: 0"|If the textures on some objects are flickering, especially the ones on the "'''NorDwelling...'''" pieces you should be able to fix it by setting "'''View > Depth Biasing'''" on.
|}
<br>
<br>


Line 57: Line 49:


<br>
<br>
::{|style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0"
{{Template:ProTip|When you Finalize the navmesh a link gets created between connected doors, as well as cell borders in the exterior.  This helps the game find out how to get from one place to another.  This makes it possible for NPCs to navigate around the world, and also affects how Quest Markers display.}}
|-
|style="border-style: solid; border-width: 0"|[[Image:Protip.jpg|48px]]
|style="border-dash: solid; border-width: 0"|When you Finalize the navmesh a link gets created between connected doors, as well as cell borders in the exterior.  This helps the game find out how to get from one place to another.  This makes it possible for NPCs to navigate around the world, and also affects how Quest Markers display.
|}
<br>
<br>


Anonymous user

Navigation menu